RE.3

Consoles & emulation

Console hardware, disc images, emulator-level work.

3 entries, newest change first

  1. QL-0021

    Testing a PS2 game with no one at the controller

    How the Tekken 4 project proves changes in game without a person playing: PCSX2 is booted by script, steered with synthetic key presses, and asked for savestates, which hold all 32 MB of main memory plus sound and video memory. Every in-game result in the project was produced this way, with rules learned from the times it went wrong.

    Reference RE.3
    Rev. A
  2. QL-0017

    How large can a Tekken 4 stage be? Bigger than predicted

    A desk model of Tekken 4’s stage memory predicted the game would fail once a stage’s main file passed about 7.6 MB. In PCSX2, stages of 6.0, 6.6, 7.4 and 7.7 MB all loaded and played: the game gave up its pose cache and then shrank a second buffer instead of failing. The same run confirmed the crowd budget and the start-region mechanism.

    Experiment RE.3 Observed
    Rev. A
  3. QL-0013

    Tekken 4 (PS2): a map of what’s known

    A status map of the Tekken 4 (PS2) teardown as of 2026-10-22: what is decoded and proven in game, what is decoded but unproven, what is partly understood and what is still unknown, across the archive, movesets, characters, stages and sound. Also the claims that turned out wrong, and the open problems in order of how much they block.

    Reference RE.3
    Rev. A

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