Goatman13
Goatman13
With hardware test result from Buzzardsoul, i figured out that "ADSR Value" on real hardware is 0x3FFF, while on pcsx2 it is 0x4000. Because value is left shifted by 9...
Then i don't know how real PS2 end up with 0x3FFF "ADSR Value". Maybe 0x4000 should be allowed there for situations where it is used to decrease volume? So its...
Work fine if 64MB card image have less than 32MB of free space. Most likely game check free space as kilobytes in 16 bits value and sing extend it somewhere...
Sound work fine with +3 cyclerate. Even if bug is already triggered, setting +3 workaround it.
Seems like a game bug, but i'm not really good in SIF stuff. Game is disabling voice only if sceSifDmaStat return non negative value. I'm not familiar with that function...
Game don't like when one of functions return 0.0 in f00. Here is problematic code: ``` .text:001841CC div $f4, $f21 .text:001841D0 mul $f3, $f4, $f4 .text:001841D4 mul $f2, $f4, $f3...
Its part of meta https://github.com/PCSX2/pcsx2/issues/5137 , so nothing changed. Patches are available on forum as a workaround. Btw. This affect many more effects than D Dark bomb. Mostly in "EX"...
Weird colors are because qmtc2 to vf12 which is used in one of first calculations is after vcallms (on ps2 vcallms isn't triggering VU0 instantly, it takes some cycles) so...
VU Sync run VU behind, doesn't it? That break different VU program (SPS).
Game unpack/decrypt EE overlays with use of FPU. That result in corrupted mips code overlays on pcsx2. This has been tested on different emulator with softfloats available and function that...