JSEMTS搜尋引擎
 

For Advanced Users:
===================

If you right-click on the rom browser, or left-click if you inverted the mouse-keys ;)..it will bring you
to the Game ini Options. These are settings that get saved into the 1964.ini file.
The following settings are the defaults. They are the optimal settings for speed and compatibility.
Most games will work with them:

-------------------------------------------------
Expansion Pak: No
Game Save Type: All Used Types
CPU Emulator: Dyna-Compiler
TLB: yes
DMA in Segments: Yes
Self-Modifying Code: Protect Memory
EEPROM Size: 2KB
Register Caching: Yes
Counter Factor: 2
FPU Hack: Yes.
Max VI Limit: Auto Sync (No limit for full speed)
Link 4KB Blocks: Yes
Advanced Analysis: Yes
-------------------------------------------------

When you modify settings in the Game ini Settings window and click the OK button, your changes
modify the ini settings of the selected game.

Expansion Pak
=============
Well, leaving this off will only allocate 4MB for RDRAM, while turning on the expansion pak
will allocate 8MB. Majora's Mask, for instance, requires it on.


CPU Emulator
============
Dyna-Compiler (dynarec) refers to the dynamic recompiling engine. Leave it on :) If you want
information on how it works you can download my doc here:
http://1964emu.emulation64.com/download/1964_Recompiler.zip.


TLB (Translation Look-aside Buffer)
===================================
In simple terms, TLB is how virtual addresses are converted to physical ones quickly. The N64 uses TLB.
With our new fast tlb method, it is unlikely that turning this off will help speed. Once again,
however, there are the rare cases (such as Xena) that will not work with the TLB enabled.


Register Caching
================
On is faster. It is part of the dynarec, and a science in itself.


Counter Factor (CF)
===================
The Counter Factor is a multiple that affects the speed of the count register. It basically
fools the virtual machine into thinking it has executed more (or less) cycles than it has.
The advantage of this is you can get more speed this way. Of course, screwing with the timing
on the n64 can have adverse affects. So, it's interesting to play with. CF6, CF7 and CF8 are
in most cases not stable and are choppy.


FPU Hack
========
Turning this off can get a tiny bit more speed out of the thing, but it is highly recommended
that you leave this on. Interestingly, some a few games require it off (Tom&Jerry).
the "FPU Hack" is basically an additional check in the FPU to test for something known as a
"Coprocessor Unusable Exception". Refer to MIPS documentation for information about it if you
are interested.


DMA in Segments
===============
Turning this off can get you some more speed. Most games will not matter with this
setting, but a few require it on, while a few others need it off. Tweak away :)


Self-Modifying Code - Use Protect Memory when you can!
===================
Self Modifying code is code that is changed at an address for one reason or another, when it was once
something else. You can't emulate the old instructions since the memory has changed, so you need to detect
these things. Protect Memory is hands-down the fastest method for detection. Of course, No_Check is fastest,
but only some games like Mario and MarioKart will work with No Check, because they don't have self-modifying code.

Check Block+DMA is the slowest, because it checks every DWORD in the block of code for a change.
It also checks for modifications in the DMA. So, Protect Memory is the way to go, but if a game isn't
working with it, try one of the slower methods. The other methods (like "Check DWORD") just check the first few bits (DWORD) in the block for a change.


Link 4K Blocks - Set to "Yes" when you can!
==============
This method will "link blocks" within a 4KB page together. This basically means that when a jump, branch or eret is
encountered whose target is in the same 4KB-aligned boundary, it does not need to return to the main engine loop to
fetch the next block.

Advanced Analysis - Yes is faster
===============
Turn this on to enable the analysis compiler pass.
This is an additional pass on the instructions of a block of game code.
By analyzing what's ahead, the 1964 compiler is able to do many more advanced
optimizations. At the time I wrote this doc, Conker's does not work with this option, but
all other games should. Yes is default. Advanced analysis will continue to improve in speed.






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