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by kode54 at 7:09 PM EST on February 28, 2018
No. It's Neill's own SPU core. SPU interrupts were even written into the spec as something unsupported, and to be avoided.
by Kirishima at 7:36 PM EST on February 28, 2018
Ok, thanks for the clarification. I thought it used mame's/audiooverload's core for some reason, and the modified foopsf that was included with viopsf had a very similar issue with the mgs psf's that mame's core had with the game itself.
by kode54 at 10:15 PM EST on February 28, 2018
Maybe I was wrong, maybe it was only SPU interrupts for PSF2 that were meant to be avoided. I don't recall. I know his original design called for having SPU interrupts be so predictable as to be able to calculate a maximum cycle count until next interrupt, then run up to that count before triggering an interrupt, if not sooner if applicable registers are changed.
by Nisto at 5:46 AM EST on March 1, 2018
I've always followed the emulation notes when ripping original drivers. As far as I can see, SPU interrupts at least isn't one of the things that explicitly should be avoided.

I do seem to recall seeing some non-DMA4 (DMA1?) appearances in the PSFLab event log, however. But I don't think I could actually trace it back to a specific instruction/address.

edited 6:16 AM EST March 1, 2018
by bxaimc at 11:00 AM EST on March 4, 2018
@Nisto: I tried experimenting with your modules from Graffiti Kingdom and Shadow Hearts but neither of them worked with Xenosaga Ep 1 =/
by Nisto at 3:54 PM EST on March 4, 2018
@bxaimc: It does seem like that's an older version of the SMD/SWD formats. I think you should be able to get it working with the Shadow Hearts driver though, since that was released around the same time. I believe whoever ripped Shadow Hearts (not me, by the way) added a small custom header (containing the file size, and a fixed (?) RPC command number if I recall it correctly; it's blurry now) to every SMD/SWD, so you may need to add that to the data from Xenosaga as well. And make sure everything is properly done of course.
by Missingno_force at 9:11 AM EDT on May 4, 2018
@Nisto: i just got linked your post about the MGS1 psf set (i dont know how i missed that, but w/e) and you mentioned having an idb. I got a couple people (myself included) who would be very interested in getting our hands on it. Do you still have it and can share it?
by Nisto at 8:56 AM EDT on May 5, 2018
@Missingno_force: Yeah, I still have it. I'm not at home at the moment though, I'll dig it up when I get home tomorrow night. May I ask what/who it's for? Always fun to see your work come to use.
by Missingno_force at 1:49 PM EDT on May 5, 2018
@Nisto: Im on a discord which does research and REing of all things MGS and kojima in general, and while we have someone who works on rewriting the PC version of MGS1 based on a disasm, we havent really gotten off the ground with the playstation version, aside from memory hacks, so your work so far would be more then welcome :)
by Nisto at 11:59 AM EDT on May 6, 2018
Okay, well, here goes.. I decided to create a repository on Github. Never know if I'll upload others in the future, or if maybe someone can contribute updates.

https://github.com/Nisto/idb

You will need a 32-bit version of IDA v6.8 or later to open this database.

Disclaimer: Please note that this is not a comprehensive database by any means, and there may be mistakes. Read the notes under the database notepad tab. Some parts of it are only theories/guesswork (but hey, I guess that's exactly what reverse engineering usually is?), and some of the terminology might not even really be a thing, or simply used improperly. Oh, and forgive any of my confusing or cringeworthy comments.

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