原帖由 OpEth 于 2014-2-1 02:09 发表
俺当然用的官方最新版,可pcsx2这个模拟器有个问题就是对特定的某个游戏来说,最新版未必是最好的,而且各种插件也有很多版本,寻找合适的版本的模拟器和插件这个工作量太大了,而且就算别人在自己机器上测试通过后把 ...
原帖由 OpEth 于 2014-2-1 02:25 发表
posted by wap, platform: UC
那spu2-x没声音是咋回事?zero倒是有声音,可声音也不正常。。。。。
本帖最后由 OpEth 于 2014-2-1 02:26 通过手机版编辑
原帖由 OpEth 于 2014-2-1 02:25 发表
posted by wap, platform: UC
那spu2-x没声音是咋回事?zero倒是有声音,可声音也不正常。。。。。
本帖最后由 OpEth 于 2014-2-1 02:26 通过手机版编辑
原帖由 OpEth 于 2014-2-1 03:07 发表
posted by wap, platform: UC
所以说嘛,大家都用spux-2,你的有声音,俺的没声音,所以这还是兼容性的问题,俺试了几个最新的版本了,都没声音,这个问题貌似遇到的人也不多,所以也是没辙。。。。。
ps3完美模 ...
原帖由 Nemo_theCaptain 于 2014-2-1 02:04 发表
1:模拟器选官方版,别找蓝色宇宙那种二逼版本
2:PS2模拟器有官方社区,玩家会把各种自己提交的解决方案上传到官方,在最新的SVN里打包,所以版本越新支持的游戏越多就是这么回事,没有自动打包到最新SVN里的游戏 ...
原帖由 OpEth 于 2014-2-1 02:13 发表
如果不是为了屏摄数毛的话,等离子综合观感完秒CRT,对健康也好一点,CRT那闪烁对视力很有害。。。。。
现在看CRT根本没法看,习惯不了了。。。。。
原帖由 Nemo_theCaptain 于 2014-2-1 03:11 发表
SVN=5764,版本号我已经给你了,想要就自己去官方下载页面下就行
同一个SVN在不同机器上的兼容表现是几乎一样的,不同SVN等于不同版本软件,无关兼容性
还是那句话,除非是在PSN商店官方优化过的游戏,其他作品 ...
原帖由 jbowin 于 2014-2-1 13:19 发表
除了玩机战i要换声音插件外,默认声音插件和按照楼上设置的显示插件和ps2实机差别不大,但方便多了,实在不想搬ps2出来。ps3薄机玩ps2不能。。。
原帖由 混乱状态 于 2014-2-1 09:47 发表
回忆部分使用视频插件带m的,然后勾上skipiso就正常了,但是平时没有影子,找神鸟的时候再去掉因为要追影子什么的,神鸟什么的我不记得了毕竟十年前通过全忘了,这是EZ上看到的
模拟器推荐EZ上的老版本Pcsx2-r2186- ...
原帖由 Nemo_theCaptain 于 2014-2-1 13:55 发表
神鸟那事我知道,必须有影子
我用5764打上skipdraw=1影子就正常了
skipiso是为了解决过场动画的问题,但我记得现在最新的SVN已经把这个自动修正了(也许记错了,你可以试试)
现在真的不推荐再去用0.96时代的21 ...
原帖由 tzenix 于 2014-2-1 14:10 发表
哦,是虚拟机啊
那为什么XBOX模拟器会出现一部分XBOX游戏能运行部分画面来,且速度只有全速的一部分这样的情况呢?如你所述,如果能运行,就表示数字签名搞定了,数字签名搞定了就该全速完美运行呀
原帖由 Nemo_theCaptain 于 2014-2-1 14:14 发表
都是X86架构,当然是虚拟机
慢速是因为虚拟机的指令集不完善
Cxbx就这样了,因为大批游戏被数字签名挡着,实在没前途,作者也缺乏继续优化的动力
不像PS2和Wii这种热火朝天的气氛,每天都会收到新的游戏修正, ...
原帖由 hourousha 于 2014-2-1 14:41 发表
还真以为之前那俩仨XBOX模拟器只是因为数字签名和加密的原因导致完蛋呐?PC上的指令集和API与XBOX的差异是重要因素。
你哪怕99%的功能都具备,就那1%没有,依然是白搭。人家这1%是插在渲染流程里用GPU完成的,你用 ...
原帖由 Nemo_theCaptain 于 2014-2-1 02:04 发表
1:模拟器选官方版,别找蓝色宇宙那种二逼版本
2:PS2模拟器有官方社区,玩家会把各种自己提交的解决方案上传到官方,在最新的SVN里打包,所以版本越新支持的游戏越多就是这么回事,没有自动打包到最新SVN里的游戏 ...
原帖由 Nemo_theCaptain 于 2014-2-1 13:55 发表
PS2自己开发环境太杂,NGC和Wii就简单多了
XBOX那不是模拟,是普通的虚拟机,搞不定是因为微软在大部分游戏都加了数字签名(唯一搞定的那个恐龙猎人恰恰就是没数字签名的)
签名破不开,就没法运行,没有这层阻碍的话,奔腾3的PC都能以接近原生的效率运行XBOX游戏
Why is XBOX emulation premature?
"Xbox is just like a PC, it's easy to emulate!"
Yes, we've all heard this silly and pointless argument a million times and it usually ends in the same, and rather ignorant conclusion (or should I say assumption) that just because the Xbox is PC similar, it's hardware should be relatively easy to emulate. That's a very wrong frame of mind. How hard can it be? Very. Xbox's hardware is very complex and still poorly documented to this day. This requires some explanation.
1. Is a PC easy to emulate? Well, I wouldn't say so myself. Take a look at the source code from bochs. A lot of source code/work isn't it?
2. Emulating an x86 CPU is a lot harder than it sounds. I don't know where this mindless assumption comes from. Yes, there's loads of documentation on how the x86 processor works, but that doesn't exactly make it easy. First of all, the x86 instruction set is M-A-S-S-I-V-E! There can be at least 20 different versions of one instruction (i.e. There are many different versions of the MOV instruction, as well as INC, DEC, ADD, SUB, SHR, SHL, AND, OR, XOR etc.) and it takes time to implement them all. Of course, that's not exactly difficult. The real problem is that any modern x86 processor including the Pentium III can execute multiple instructions at once. So it's not like emulating a Z80 doing one instruction at a time. The actual algorithm and how x86 does this is undocumented and still unknown. In short, the Xbox's CPU can be emulated, but not accurately.
3. Emulating any hardware by NVIDIA is not a walk in the park! The Xbox's GPU, the NV2A is often assumed just a GeForce 3. It's not! It's similar but not identical. It has some GeForce 4 capabilities too, so it's more of a cross between an NV20 and NV25. This is by no means easy to emulate either. NVIDIA's GPUs have very large register sets and afaik not even half of them have been discovered, and a large portion of known registers have unknown purposes. There is little to no documentation on how NVIDIA GPUs work. The best thing to do is to look at similar GPUs such as RIVA, TNT, and older GeForce cards. Some registers are similar, but not identical. The best place to look for information is in open source drivers available on the net. Adding to the dificulty is that no one has ever discovered how pixel shaders work on NV2x cards, vertex shaders yes though. The Xbox GPU also has exclusive registers that are not found in other GeForce cards. Information on the NV2A's GPU registers are just now beginning to be discovered a few months ago. And yet, there's still a long way to go. The GeForce 3 series is the most mysterious of all NVIDIA GPUs (G7x and G8x aside) and the NV2A is alot worse. "But can't you just directly execute the NV2A instructions on another NVIDIA card?". No, I get alot of questions concerning this, and it is impossible. It's MMIO addresses are different and the exclusive registers must be emulated. Plus, in windows, we don't have ring 0 access anyway, so you all can scratch that idea now. Then comes the NForce 2 chipset. This is where it get easier. The NVIDIA MCPX is the control center for things such as audio, USB for input, Network adapters, PCI, AGP, etc. These things are not really that difficult to emulate IMO except for the audio.
4. The Audio system is rather complex. Xbox's audio consists of at least 4 DSPs, and audio codec (AC '97) and an NVIDIA SoundStorm APU. The DSPs shouldn't be a problem (just figuring out what they all are is) nor should the AC '97 but the NVIDIA SoundStorm APU is the really difficult part. So far I haven't found any information on this thing, but right now, it's relevance is low.
5. The Xbox BIOS isn't fully understood. The basic execution process of the BIOS is understood, but details on the process are at a loss. What we do know gives us hints, but before the BIOS can be emulated, we'll need a better understanding of the Xbox hardware layout because the BIOS does some unknown hardware initialization at boot time and writes to the hardware directly without using any XDK stuff. It will take some time, and effort, but I'll eventually get it working.
6. Video Encoder "Hell". Instead of using a RAMDAC for video output, the Xbox uses a Video Encoder. What makes this suck a pain? Microsoft sought the need to change the video encoder every other Xbox version (there are seven in all, 1.0 - 1.6). Why, I dunno, it's a Microsoft thing, they always tend to try to "fix" things that aren't broken >.> AFAIK, there are at least 3 different Video Encoders used: Conexant CX25871, Focus FS454, and Xcalibur. For more information in Xbox video encoders, click here. Emulating all three video encoders is only less than half the battle, the real problem is that BIOSes can be specifically tied to a specific encoder depending on it's version (don't quote me on this though). Like PS2, every Xbox model revision has a updated BIOS and has different expectations. This is a potential problem, but not exactly major.
Basically, I'm trying to get this "Xbox should be easy to emulate because it's just like a PC" crap out of your heads. I'm sure that most of you will disagree with me on this, but for these reasons and more, on a low level, Xbox is harder to emulate than PS2.
^ The exception to that above is that the NV2A is much better documented now, but not fully. There's an open source library for the OpenXDK called pbKit. It interfaces directly with the hardware to fully expose it's potential. This is what Microsoft should have done all along (or at least wrote a low-level OpenGL implementation).
原帖由 newkyo 于 2014-2-5 14:02 发表
把SPU2-X module那项改成1或2就行了,而且那写的也很明显。。。
话说,PCSX2现在已经都简单到纱布的程度了,而且也有向导设置。 如果这都不会用,不碰模拟器也好。。![]()
不过你看到模拟器的画面后,再去玩 ...
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