What is Play! ?
Play! is a PlayStation2 emulator for Windows, macOS, UNIX, Android, iOS & web browser platforms. For more information about this project please visit the "About" section of this site.

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Development Log

Put the project back in its tracks
Posted on 2007-03-21 00:00:00
I've almost completed the instruction testing console :


Screenshot #000150


All that remains to be done is the bit that'll allow the assembling of a specific test case.

After that's done, I'll start working on creating test cases for the already converted instructions and implement the missing instructions to make the demo work under a 64-bit environment.

Put the project back in its tracks
Posted on 2007-03-14 00:00:00
I'll unfortunately have to abandon the previous development : I've been working on it very scarcely since the last time I've updated the site and I haven't been able to do any significant improvement on making the game work.

With this new development, I wanna put the project back on its tracks. I'm not going to update daily as I was doing before, since I don't have time to do that right now. Updates will be weekly and will try to cover more ground than previous updates.

The ultimate goal of this development is to make the first demo (ps2_tut02a.elf) work within the 64-bits version of the emulator. This will allow me to convert some of the instructions that are still in the old instruction caching core into the new one. I also want to develop a little test engine to make the testing of the implantation of each instruction automatic and to ensure that the behavior of the 64-bits version of the instruction cacher will be the same as the 32-bits one.

I've started working on the test engine and most of the preparations are done. Test cases for each instructions are contained in an XML file located in a specific directory. We're able to read the test cases from the XML file and able to execute each test cases contained within it.

The next step will consist in creating a small user interface that will allow us to execute all tests, to view reports and to "assemble" the test case that has failed for inspection purposes.

I hope I'll have some screen shots of this GUI bit for you next week.

Make "Castlevania: Yami no Juin" playable.
Posted on 2006-10-02 00:00:00
I still don't know what is the source of the problem. Logically, the game is supposed to read lots of stuff off the DVD during that screen, so it might be a good idea to check what's happening on this side. I'll try to trace the calls to the high level sector reading routine and see if there's an hint there.

Make "Castlevania: Yami no Juin" playable.
Posted on 2006-09-21 00:00:00
I was able to implement a stub for the sound IOP module to get rid of the patch that I added in previously, but it doesn't seem to help the game going past the "Now Loading..." screen. I'll keep looking for the source of the problem in the next days.

Make "Castlevania: Yami no Juin" playable.
Posted on 2006-09-15 00:00:00
Humm, the game also seems to call a function of an unimplemented IOP sound module periodically while the "Now Loading..." screen is showing. It's the same function call that required a patch to make the game able to boot, so the problem might be the same here. I'll be working on making this function return something significant to get rid of this patch and to hopefully make the game able to go further.

Make "Castlevania: Yami no Juin" playable.
Posted on 2006-09-13 00:00:00
The goal of this development is to make Castlevania playable on the emulator. That means we'll probably have to deal with a lot of VIF/VU1 stuff. A rewrite of the VU1 engine will probably be required.

But right now, the game won't go past the "Now Loading..." screen after we start a new game or after we load an already existing game. I don't know exactly what's the problem, but it's probably related to some mis-synchronization between the DVD reading thread and the other threads. That's what I'll have to fix next.

I added support for the PSMCT16S texture format in the OpenGL GS Handler : it was used in the menus, but I never took the time to add support for them.

I also want to complete this task in the context of this development.

Fix previously working programs
Posted on 2006-09-11 00:00:00
There seem to be some problems with the special rules I added to prevent MPEG data starvation while working on Ys I & II. These rules shouldn't have existed in the first place and they are there because I didn't design the implementation of the IPU correctly. So, a rethinking is in order, but I think I'll leave that for the development after the next one, and make "Castlevania : CoD" able to render its movies properly at the same time.

So, this is pretty much as far as I can go for now. Next development coming up is making "Castlevania : CoD" playable.

Fix previously working programs
Posted on 2006-09-07 00:00:00
Completed the implementation of the IDEC command and it seems to work alright (no bit stream errors), but I'm getting the hanging problem now with the state that's supposed to be able to go over it... I'll try to see what's going on and hope to come up with a fix soon.

Fix previously working programs
Posted on 2006-09-05 00:00:00
Started working on the implementation of the IDEC command. I'm not really sure it'll fix the hanging problem, because it's possible to bypass it by saving the state just before the scene in which the problem occurs and reloading this state in a new instance of the emulator.

Hopefully, I'll be able to use the implementation of the BDEC and CSC commands to implement IDEC. I should be done by the next time I'll be posting here.

Fix previously working programs
Posted on 2006-09-03 00:00:00
Added a "force flipping on V-Sync" flag in the OpenGL renderer to make some demos that don't use double buffering display something (Quake, 1987 and maybe more).

Fixed the displaying of direct frame buffer image transfers (used in Quake and ps2tut_02a).

The soccer player in the third scene of "Slave of the VU" won't appear because it's suffering of the "tiny Z values" problem that also appears in "Cubemastah". We can fix these two games easily with a patch in the source code, but enabling this patch breaks "Atelier Iris". I don't really know how to fix that right now, so I'll leave it as a task to complete later on.

All that's left now is to find an appropriate fix to that part in "Atelier Iris" that issues an IDEC IPU command and waits for its completion.

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