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[求助] 从这次DQ8汉化版发布来看,PC模拟器也没传说中那么王道。。。。。

我t400玩最终幻想10斗感觉蛮流畅的说。。


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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,再去玩实机或用PS3那个软模拟你真受得了?再不说,PS3那个模拟器和PCSX2差远了,画面和兼容性全都不行,画面无非就是插值后套个滤镜,糊的可以。而且玩这DQ8还经常死机,尤其是用宽屏模式。。



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posted by wap, platform: SONY (Z Ultra)

关键是图像效果差别太大了啊,难道lz没感觉到?还是没设置对?


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引用:
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
喷了,还虚拟机数字签名奔腾3PC...

建议先看点CXBX作者的文章后再发帖不迟:
引用:
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).

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引用:
原帖由 chenke 于 2014-2-6 20:13 发表


喷了,还虚拟机数字签名奔腾3PC...

建议先看点CXBX作者的文章后再发帖不迟:

你发的这是很晚的文章了
我印象里2003年夏天Cxbx刚冒出来的时候作者的论调就是虚拟机,他还把这个当成自己的毕业论文
后来碰了钉子才改口

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引用:
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 ...
对的,就是这项,现在ok了,当然效果是pc强,这没得说,只是设置比较难搞懂。。。。。

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蓝色宇宙那个版本我下载安装后发现默认运行不了DQ8不知道为何,明天再试试官方版本。。。

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为什么 我用PS2模拟器 玩的很好  声音 画面4X强化

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posted by wap, platform: iPhone

再高清也是480P.任你模拟器开D3D开到8X也比不上720P.

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引用:
原帖由 8336869 于 2014-2-6 22:00 发表
posted by wap, platform: iPhone

再高清也是480P.任你模拟器开D3D开到8X也比不上720P.
oh really
附件: 您所在的用户组无法下载或查看附件

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都啥年代了,还在上演自己拉不出屎怪马桶没吸力的闹剧?
所以说某群体的智商是硬伤啊。

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posted by wap, platform: UC

i5带K的超频到4.0以上保准全程流畅

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看来有些实机党对模拟器的认识有很大误区
这成见要么源于无知,要么源于懒惰

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