Forum: Official GS Mode Selector Forum - Discuss GS Mode Selector in this forum.


The above video goes away if you are a member and logged in, so log in now!




 
Would you like to get all the new info from
PSX-Scene in your email each day?




Want to learn more about the team keeping you up to date with the latest scene news?

Read about them now!

Check out our Developer bios, too!

 


User Tag List

Like Tree175Likes

Thread: GS Mode Selector: Development & Feedback
  

Page 51 of 274 FirstFirst ... 41 49 50 51 52 53 61 101 151 ... LastLast
Results 501 to 510 of 2732
  1. #501  
    dlanor is offline Member
    Join Date
    Sep 2004
    Location
    Sweden
    Posts
    10,107
    Downloads
    5
    Uploads
    0
    Mentioned
    1 Post(s)
    Tagged
    2 Thread(s)
    Likes Given
    0
    Likes Received
    125
    Quote Originally Posted by doctorxyz View Post
    dlanor,

    please note that I've just update my previous post (http://www.psx-scene.com/forums/show...&postcount=499) okay!
    I have re-read that post again, but apart from an edited layout the basic info remains the same.

    As for the "la" macro, I'm quite clear on that usage, though more accustomed to seeing "li" used the same way. I suppose there is no real difference between them, on the real machine code level, so it is probably just that the "li" macro is intended for immediate data values, while the "la" macro is intended for address pointers. This could actually make a difference in which kind of address calculations will work in the GCC asm expressions used, though that is just a speculation (could help with some forward_ref expressions).

    Best regards: dlanor
    Reply With Quote  

  2. #502  
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    Yeah, that's it, and I've just found the source:
    "The la (load address) macro instruction provides a similar service for addresses as the li instruction
    provides for integer constants:
    Code:
    la$ 2, 4($3)		addiu $2, $3, 4 
    
    la $2, addr			lui$2, %hi_addr 
    					addiu $2, $2, %lo_addr($2) 
    
    la $2, addr($3)		lui $2, %hi_addr 
    					addiu $2, $2, %lo_addr($2)  
    					addu $2, $2, $3
    "

    Source: IDT MIPS Microprocessor Family Software Developer's Guide, GP-relative Addressing, Page 166, Section 9-5 (http://datasheets.chipdb.org/IDT/MIP...5_MA_72606.pdf)

    EDIT: Good news about Freezing Issue
    I've just tested a piece of trash code that does not freezes on GOW2 and Motorstorm Arctic Edge games!!!

    So, It's only a matter of time (maybe one day, or a week, or a couple of them, who knows?) to make the proper adjustments, send the code to dlanor to make a peer review on it, then publish it.
    Last edited by doctorxyz; 11-05-2009 at 05:49 AM. Reason: GOOD NEWS!!!
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  3. #503  
    DarkCrono666's Avatar
    DarkCrono666 is offline Demon Slayer
    Join Date
    Oct 2009
    Location
    Rio de Janeiro, Brazil
    Posts
    120
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Quote Originally Posted by doctorxyz View Post
    EDIT: Good news about Freezing Issue
    I've just tested a piece of trash code that does not freezes on GOW2 and Motorstorm Arctic Edge games!!!

    So, It's only a matter of time (maybe one day, or a week, or a couple of them, who knows?) to make the proper adjustments, send the code to dlanor to make a peer review on it, then publish it.
    Amazing guys!!!
    Do you make some tests with GOW I too?? And another question. Your GOW 2 is a DVD9 ou 5? Since the last has some video compression, I think it may affect the results...

    Congrats for you job!
    Reply With Quote  

  4. #504  
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    Hi,
    Quote Originally Posted by DarkCrono666 View Post
    Do you make some tests with GOW I too??
    Unhappily not.
    Quote Originally Posted by DarkCrono666 View Post
    Your GOW 2 is a DVD9 ou 5?
    My GOW2 is DVD9.
    Quote Originally Posted by DarkCrono666 View Post
    Congrats for you job!
    Good to hear this from you and from others. One of motivations are the recognition from the people following our hard work (yes, our and not only mine).
    BTW, there are still a lot things to do on GSM.
    BR,
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  5. #505  
    DarkCrono666's Avatar
    DarkCrono666 is offline Demon Slayer
    Join Date
    Oct 2009
    Location
    Rio de Janeiro, Brazil
    Posts
    120
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Quote Originally Posted by doctorxyz View Post
    Hi,

    Unhappily not.

    My GOW2 is DVD9.
    Well, after your new release I can make the tests with the DVD5 versions of this both games...
    Reply With Quote  

  6. #506  
    junebug is offline Member
    Join Date
    Apr 2009
    Posts
    35
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Hi doctorxyz and dlanor,

    This is great news and well done! - I don't have Artic Edge yet but soon...

    I have tested some other games in my PS2 collection and there does seem to be an issue on video playback when the game first loads using GSM (v0.23b beta - using a slim PAL PS2 using an RGB Scart on a CRT television running at @60hz - cricle+left)

    Medal of Honor Frontline - Plays opening video, stops on CGI intro video for new game.
    Prince of Persia - Sands of Time - Plays opening video and short real time game balcony scene, stops on loading new game and new game CGI intro
    Grand Theft Auto 3 - stops on loading (Plays CGI first)
    Rayman Revolution - stops on loading (Plays CGI first)
    Onimusha 1 - stops on loading (Plays CGI first)

    Hope this helps...

    One piece of trivia you and dlanor may, or may not, be interested in is that your GSM program allows, as far as I'm aware, the only PAL version of Resident Evil: Code Veronica X to run at full 60hz in Europe.

    The Original PAL release on the Dreamcast did not support 60hz (rare for a Dreamcast game), nor the original PS2 X version, nor the reissued Gamecube version of X. (I have them all). Your GSM version has made this game fully 60hz for the PS2 and its frankly amazing.

    Well done again!
    Reply With Quote  

  7. #507  
    DarkCrono666's Avatar
    DarkCrono666 is offline Demon Slayer
    Join Date
    Oct 2009
    Location
    Rio de Janeiro, Brazil
    Posts
    120
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Quote Originally Posted by junebug View Post
    Hi doctorxyz and dlanor,

    This is great news and well done! - I don't have Artic Edge yet but soon...

    I have tested some other games in my PS2 collection and there does seem to be an issue on video playback when the game first loads using GSM (v0.23b beta - using a slim PAL PS2 using an RGB Scart on a CRT television running at @60hz - cricle+left)

    Medal of Honor Frontline - Plays opening video, stops on CGI intro video for new game.
    Prince of Persia - Sands of Time - Plays opening video and short real time game balcony scene, stops on loading new game and new game CGI intro
    Grand Theft Auto 3 - stops on loading (Plays CGI first)
    Rayman Revolution - stops on loading (Plays CGI first)
    Onimusha 1 - stops on loading (Plays CGI first)

    Hope this helps...

    One piece of trivia you and dlanor may, or may not, be interested in is that your GSM program allows, as far as I'm aware, the only PAL version of Resident Evil: Code Veronica X to run at full 60hz in Europe.

    The Original PAL release on the Dreamcast did not support 60hz (rare for a Dreamcast game), nor the original PS2 X version, nor the reissued Gamecube version of X. (I have them all). Your GSM version has made this game fully 60hz for the PS2 and its frankly amazing.

    Well done again!
    Me and doctorxyz were planning a easy way to all the testers of GSM put their results and bind all results in to a table for fast consulting. In a few days it will be open!
    In Killzone it happens to! The cg playback from the opening is ok, but during the load of the game it crash...
    None of the GTAs work through GSM, nor in i or p modes. Maybe this last mod made by doctorxyz fix it! (I hope so )
    Last edited by DarkCrono666; 11-05-2009 at 07:38 PM.
    Reply With Quote  

  8. #508  
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    Quote Originally Posted by DarkCrono666 View Post
    Me and doctorxyz were planning a easy way to all the testers of GSM put their results and bind all results in to a table for fast consulting. In a few days it will be open!
    Yes, it is true. It just a matter of time.
    Since time and skill is scarce, I have to choose what to do first, since I am a turtle to deliver results on a platform I've started eight months ago from scratch.

    -x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-

    BTW, during this night I am making a lot of simplifications on code in order to mitigate freezing issue on titles I have.
    Many non-stop hours are needed for dozens of analysis/coding/compilation/testing cicles.
    Because I have to - among other things - to compare many docs and source fragments I have, in order to find a pattern, start some speculations, make testing and finally take conclusion from empirical results.
    I know that it smells like a completely weird logic... But it is the only way I can deliver some results on our thread.

    BR,
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  9. #509 GSModeSelector v0.23d beta released 
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    GSModeSelector v0.23d (2009.11.06) by doctorxyz and dlanor
    I hope this release mitigate considerably the freezings on titles!!!

    @all,

    I successfully tested the following titles on VGA 1280X896 @60Hz vmode (with the rest of settings left with the default values) and happy to inform you that I haven't noticed any freezings, nor on intro movies neither on gameplay:
    - Burnout Revenge NTSC
    - Flat Out 2
    - GT4 NTSC - This title, I always test ;-)
    - GOW2 NTSC
    - GT4 NTSC - This title, I always test ;-)
    - Ice Age 2 NTSC
    - Ice Age 3 NTSC
    - Motorstorm Arctic Edge PAL

    Sorry about releasing here only the .C and .ELF (without compression) file. I have to sleep (I am ehxausted).

    @dlanor,

    I decided to publish it to people following us to have to opportunity to enjoy this little progress made on next weekend. I hope you don't mind.

    Also, I would be grateful if you could check (when possible of course) the changes I've made on source code. All of them have a reason, and a purpose. Sorry about do not have time nor the proper English and/or technical words to justify them in a rational way. Of course, I dunno if every single change I made is really crucial to stop the freezings, but the fact that set of these modifications are working well (at least on my console, on that VGA vmode). I had to prove to myself making several trial and error coding and testing, followed of analysing the empirical results, during these last 5 non-stop hours.

    Summing up:
    - Some "sync" instructions were commented right after "mtc" and "lq" ones.
    - Some "dsrl" instructions were replaced by "srl".
    - "Set user mode on" code on "DisplayHandler_Final_Exit" section was commented, since when the processor takes a level exception, the processor switches to the kernel mode, and the control is transferred to the applicable service routine (in our case, DisplayHandler routine). So it seems a good idea the DisplayHandler leave the processor mode unchanged.
    - The $k0 and $k1 MIPS regs are being stored/restored now to/from -0x10 and -0x20 relative addresses.
    - The "select case" on the beggining of DisplayHandler routine now has the same order of precedence of the four GS registers patched (SMODE2, DISPLAY2, DISPLAY1, SYNCV) on "94" ASM label.
    - Every time one DISPLAYx is trapped, both ones (DISPLAY2 and DISPLAY1) are written.
    - "lui" instructions related to the KSEG_func_base and KSeg address pointers were replaced by "la". So now this address pointers can accept a wide range of address on kseg, in order to host resident GSM routines and its related data (MIPS Register Context and many flags) on different places. Useful for using with XBRA Protocol or some app / titles that already use the address used by GSM.
    - Some cosmetics on coding commands(changing tabs by spaces, those /n/t stuff by /n, etc.)

    Well, I hope I remembered the crucial part.

    Master, I would grateful again if after checking the changes mades, you package all thing in a proper package, with a the correct English and Technical words, with a compressed ELF, etc. on first post of thread. ASAP, of course.

    At last but not at least: Feel free to make more improvements and changings if you want okay!

    BR,
    Attached Files
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  10. #510  
    urbigbro's Avatar
    urbigbro is offline \m/=(⎝⏠⏝⏠⎠)=\m/
    Join Date
    Apr 2006
    Location
    The beach with great weather year round.
    Posts
    948
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    3
    I can confirm that the following game now works:
    MotorStorm Arctic Edge NTSC
    All modes I have tested so far have worked.

    Thanks Tons!! This game is soo much better in high rez and progressive!

    VGA 1280X896 @60Hz- I did notice some slowdown on this resolution

    72 and 75 HZ modes make the game run slightly faster, which of course I like!

    1280x448 60hz seems the best mode for this game on CRT monitors. 72 and 75hz also give great results.

    LCD monitors, well that depends on your scaler chip.
    Last edited by urbigbro; 11-07-2009 at 01:51 AM.
    V3, V7, V9 PS2s FMCB 1.8/W custom FREEMCB.CNF , ULE+ICON GUI, HDL .8b childsafe, ESR, OPL beta, Misc. 3.5, & 2.5" HDDs
    PSP 1000
    PS3 60 GB BC compatible

    I Mod Fighting Sticks!!
    My PS2 Mods
    Network Games working w/HDL .8b
    Reply With Quote  

Page 51 of 274 FirstFirst ... 41 49 50 51 52 53 61 101 151 ... LastLast
Tags for this Thread

View Tag Cloud

Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •