07-17-2010, 01:34 AM
No doubt cause then all the sudden the emulator got slower what happened. Just like anything else speed and compatibility is a tradeoff.
EE cycles question
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07-17-2010, 01:34 AM
No doubt cause then all the sudden the emulator got slower what happened. Just like anything else speed and compatibility is a tradeoff.
07-17-2010, 03:01 AM
07-17-2010, 07:03 PM
I see it coming as an option for "stupidly powerful" machine owners
Imagination is where we are truly real
07-18-2010, 01:06 PM
ok i have another question : can i do the same hack to OC the IOP ?
07-18-2010, 03:51 PM
Sure you can, but there's no benefit to that because the IOP is overpowered for the jobs it needs to do anyway.
07-18-2010, 04:52 PM
(This post was last modified: 07-18-2010, 08:48 PM by andutrache.)
hmm i have a game which hangs and i wanna see if the IOP is the cause (most likely not but worth a try)
i found this return s_psxBlockCycles * (EmuConfig.Speedhacks.IopCycleRate_X2 ? 2 : 1); how can i modify it so it oc's the IOP instead?
07-18-2010, 11:11 PM
Check the value of s_psxBlockCycles and subtract a few cycles if it's high.
Leave it alone when it's below 4 or 5 though, as that could cause an emulator stall.
07-19-2010, 12:26 AM
(This post was last modified: 07-19-2010, 02:06 AM by andutrache.)
tried this on Sega Ages 2500 Series Vol.32 - Phantasy Star and it seems if i change that 2 to 0.5 it hangs less often (it still hangs sometimes) so it seems that its a EE/IOP sync problem or something like that or i'm bypassing some bug somewhere in the code. But this game worked on an earlier version of PCSX2 so i will try to track it down and keep you informed if i find something.
Thanks rama for your assistance . L.E: Bugtracked the hang to r3274 some change there made the game hang. |
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