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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

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-27 00:00:00
Implemented instructions IADDI, IAND, ISUB, IBLTZ and MINIbc. I think there's a little bug somewhere in the VIF implentation, so I'll be checking this out tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-26 00:00:00
Implemented lower instructions FCSET, MFIR and SQ. I'll keep working on that tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-25 00:00:00
Most of the tweaking is complete and I'm getting some microprogram execution requests now.

I'm going to try to implement the missing instructions in the microprogram before going any further. Today I added instructions MAX and ADDi. More to come tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-24 00:00:00
I left the CVT.W.S instruction untouched for now because I re-thought about the "hack" I pulled out yesterday and thought it would be the best I can do for the moment (I don't want to deal with reading the RM field in the FCSR and forcing this field's value to be 1 upon writing). I also checked if the particle problem in Ys I & II was fixed, and it is.

So, I went a bit further in the game up to the point where you're supposed to be shown the world map. Some instructions were missing (VMINI and VMAX) so I implemented them. As I thought, the game uses the VIF and VU1 to be able to render the world map. Right now, I'm doing some adjustments to the DMAC and VIF implentations to be able to process the transfers I receive correctly. I'm not done yet with the tweaks, and I hope I'll be able to finish them by tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-23 00:00:00
There was a bug in DSRL so I rewrote the instruction implementation and also did the same for DSRL32.

Finally, I think I found the answer... I was suspecting that the FPU rounding mode was to blame for quite a long time, but I had no idea was what the initialized mode... I did some research and it seems that the default rounding mode is the "truncate" mode and not the "nearest" mode. I added a quick hack in the CVT.W.S instruction so that this mode is forced and it seems to fix the problems with the collision detection and the NPCs movement... It also seems to fix the wierd bugs I had in Ys 1 & 2 I couldn't fix too (but I can't confirm yet). At last...

I'm going to remove the hack tomorrow and put something more appropriate in there, and then I'll be able to go further in the game.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-22 00:00:00
Rewrote SLT to take the higher 32-bits in consideration, but still nothing... I might decide to work on something else (like fixing the movie playback) if I don't find anything tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-21 00:00:00
Well, I'm pretty sure right now that the problem lies in the collision detection functions. It's obvious when you walk around the shop that there's some things that are wrong... I'm still working on debugging and learning more about the program hoping to find a solution soon.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-18 00:00:00
Humm... If I patch a branch that tests the return value of a specific function in the function that's responsible for moving the shop NPC to the wrong place, I can get the NPC to move by itself. But his movement is "laggy" and lasts only 3 frames and he will still end up getting stuck at the same place. But that means some other function is playing with the NPC's position memory locations... Gonna check this one out tomorrow.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-17 00:00:00
Another interesting observation:

- Upon entering the shop, the NPC seems to begin at a valid position, but the frame after, his position jumps to where he gets stuck.

I modified the implentation of BLEZ to take in consideration the higher 32-bits of a register, just in case... But that didn't change anything.

Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-05-16 00:00:00
No good news today. Here's some random observations about the problem:

- It probably affects more than the "teleporting" of the shop NPC... I checked on a real PS2 and the NPC moves around behind his counter while he's not busy with you. In the emulator, he's stuck behind his counter doing nothing.

- If I move the NPC out of his original place (by changing the memory locations) and talk to him when he's adjacent to the player, the chatter scene and menu sequence will work normally. But it crashes as soon as you select the "Item Creation" menu item (probably unrelated though).

- If I make him teleport, when you talk to him, in a place where he got a lot of space, his walking animation will start playing, but he won't be moving one bit, and you'll be stuck waiting for him to reach you.

I'm not giving up yet... I'll continue looking for the solution tomorrow.

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