Yeah, it's out there. File name is PSP660.bin. I run Bizhawk using it, RNG difference during war battles is still there. As of right now, there are 3 known impactful differences (for speedruns) in RNG behavior between PSTV and Bizhawk/other emus (with PSP660 or even other BIOS)Edit: Out of curiosity, has anyone dumped the PSTV BIOS to validate it? It seems like a long shot that the RNG would be different there, if it's supposed to be on a known BIOS—and I don't think Sony changed that routine at all—but it's the simplest explanation.
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0x1475d8 lhu r2, 0x0000(r3 = 0x1f801110)
Yeah, that counter is (if memory serves) just the time since the last horizontal scanline was completed. On a CRT it'd effectively be a measure of how long it takes the beam to go from left to right across the screen. The fact that it's different on PSTV says to me that they changed something about the way it drives and/or interprets what's going on with the display, but I can't find much technical information on it that would give me any great insight into just how that works. Best I can do right now is say that the alleged framerate of the PSTV is between slightly less than double and slightly more than double the rate of a PSX doing NTSC standard work. Edit: Or maybe it's right around the same? I'm finding a lot of conflicting information.Yeah, it's out there. File name is PSP660.bin. I run Bizhawk using it, RNG difference during war battles is still there. As of right now, there are 3 known impactful differences (for speedruns) in RNG behavior between PSTV and Bizhawk/other emus (with PSP660 or even other BIOS)
1. RNG Resets: Events such as war battles, Marco's cup game, Georges game overwrite the RNG Value. The value changes depending on platform, not BIOS. for example, Kwanda War Battle on PSTV overwrites RNG with 0x43, on Bizhawk it overwrites with 0x67.
I did find the instruction that was doing it a while back, it'sBased off a doc on Playstation inner workings, that address maps to the root counter for horizontal retrace. I don't know exactly what that is, I assume it's involved in drawing the game display.Code: Select all
0x1475d8 lhu r2, 0x0000(r3 = 0x1f801110)
I added the Poisonous Pollen and Dragon Knights. But those were both figured out long ago. I can't include the Merchants because I don't know what they do.For the sake of completeness you should add the formulas for Poisonous Pollen, Dragon Knights and Merchants.
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