Ok, again, no big updates on the emulator itself as I was busy collecting information or doing side projects to help the emulator.
The homepage is "ready" now, you can find it at...
CODE
http://jayfoxrox.bplaced.net/pandora-psp/
...right now but that might change in the future. I would have published the link yesterday but bplaced.net has some problems right now (also the reason for the missing news and media - I had them ready at one point, I m going to rewrite these tonight). You can also find the stuff DasFool did for me at the miscellaneous page.
I also spent some time with the tool I talked about earlier (uploading code to PSP for comparision) but thats by far not done yet and I m sure it will take another day or two until its really usable.
And now to answer some questions and to clear some things up which were mentioned in this topic lately:
mcobit: I will call any update "small" if it doesn't come with some great improvement or media behind it - let it be as long as it is
emcp / God Ginrai / sdedalus: no, remoteplay is not on my list at all, reasons were given by arrrgh and Exophase. Its not exactly kernel mode I think (Though, I have to admit that I still have to learn and read alot in that field) but something which is called "vsh" mode. A mix of kernel and usermode (Though, I respect Exophase alot and therefore you better listen to him, he has way more experience than I have). This emulator is not designed to emulate a whole PSP with all chips and / or firmware, but only PSP applications by providing the required environment by implementing the most important system calls. Unless someone documents the whole hardware its very unlikely that we will see the XMB or one of its applications emulated. (Additionaly: sdedalus, what? Sorry, I didn't get that at all

)
Raz: I don't know what you mean. If you mean wether its supported: yes, TV-Out will be (emulated (to the LCD) and TV-Out via pandora). Wireless controllers for pandora should be supported if they have drivers. I doubt there are any wireless controllers for the PSP itself. But USB emulation is only planned for some high level things like the microphone and the camera.
midna25: Because I started to love the PSP when I saw "Suicide Barbie" and how powerful the hardware is. I always wanted to write an emulator but most hardware was not documented enough. The PSPs software is heavily documented tho and this makes it alot easier to get some basic emulation working. I m not a big fan of the N64 too. The only games I like on there are Zelda and Mario, but thats it. To be honest: the PSP software sucks too, no question: poor firmware, not many good games etc. But there is a huge homebrew scene and a handful of quality games (GTA, Flatout, Echochrome, some Remakes of old games, Tony Hawk games, ..). As you can see: most of these games are 3D, thats why I started from scratch, most emulators out there don't support that yet and from what I can see. this emulator is giving the best graphics support until (atleast its in the code, most games crash before right now - but most features do exist).
lulzfish: I m still emulating the allegrex (this works in good bits, check the updates on the compatibility page in the next days for details) and the second mips (this just started but its only a very small thing for me right now - homebrew which uses only the allegrex are the main target at the moment). The thing is that the PSP uses system functions / system calls while the DS uses registers for example. Finding out the register meanings is alot harder than looking at the import table (Though, I'm sure Exophase will correct me here because I'm probably wrong)
Lemdora: Emulating emulators with this emulator is far away in the future. I have some plans for optimizing my re-assembler but emulators with dynarec (like Daedalus) would be the hardest to re-assemble because code is not static but dynamic. Forget about this for now. As I said before: I think that alot of games could run at playable speed, BUT some games are just not going to happen because they are using the CPU to the limit. The cube sample is running by far too fast for example, other things like Tyranids fire run too slow because its an endless loop, stressing the CPU.
Raz / drkIIRaziel: Well said

I respect your (drkIIRaziel) work on the DC emulator by the way. Great stuff. I was also pissed of to see people complaining about the fact that you weren't emulating the N64. The question is: If everybody wants a N64, how comes that no-one doesn't write an emulator yet?
WizardStan: Thats wrong. All the screenshots shown so far are homebrew apps (e.g. compiled using the PSPSDK) which use DMA and system functions. I would talk about hardware access if the games would use their own (cloned) system functions rather than calling those provided by sony. So far, I didn't come accross a single app which didn't work for the reason you mentioned. Its probably not even possible to run such apps on a real PSP due to limited permissions in usermode.
Archaemic: Right, EBOOT.BIN is the encrypted bootfile, BOOT.BIN is the normal - not encrypted - one. However, so far, I didn't come accross any game which came without the BOOT.BIN. But you are right: encrypted modules and boot files are not possible (yet). Thats one of the problems I m starting to fight right now: encrypted prx files that must be loaded for stuff like atrac3 support. That is also very unlikely right now because providing the high-level functions would be useless without a working atrac3 player and using the prx is just not possible for the given reason.
//Edit: Oops, forgot to talk about what I did today - Should be interesting for some people

Today I made a case for my beagleboard, its not completly done yet but I m sure it will be finished for breakpoint. I might be trying to get the emulator running on it this evening. Screens of the case will be available at the projects news page later, possibly even a video of some PSPSDK samples running if I can get OpenGL ES 2.0 to work.