bonapart
Still Fresh
Notaz, you a great, i'll trying to get you code working at maemo
He has contacted me recently and said he is still interested, but he hasn't received his pandora yet.Dead1nside said:I wonder if Tinnus is working on anything, I remember him saying he was waiting until he saw how the PSX emu scene on Pandora was panning out. Very excited for this.
Should be fixed in r3. ROM path should be saved when you save global config.Chaser said:Bugs (?) : I have found that r2 version doesnt seem to remember last rom path after exit (defaults to /media), wont set framskip and carries its OC setting over to the OS when you exit. Is anyone else finding the first and latter issue aswell?
Wow that's a long list, lots of things to check, thanks for compiling it.Chaser said:Anyway heres my Revised tests (mostly the same titles with the versions added, tried under both revisions):
If you get this working you can send me patches so that you do not need to re-port each new version.Bonapart said:i'll trying to get you code working at maemo
Not yet but can be added. A list of games supporting analog controllers would be useful for this.Balzac2m said:One question though: Do the nubs work? Do I have to setup them somehow? I can't get them to work in GT2, in it's option menu Analog Settings are N/A.
Anyone any idea?
Did I mention that GLES plugin is buggy and unstable? (or maybe it's because SGX driver, who knows). Just use the soft plugins.mcobit said:Megaman 8 crashes with the gles-plugin as soon as the title screen is completely drawn, worked before.
It gets into a strange state, where you can only see the outlines of the graphics. The rest is white.
notaz said:Not yet but can be added. A list of games supporting analog controllers would be useful for this.Balzac2m said:One question though: Do the nubs work? Do I have to setup them somehow? I can't get them to work in GT2, in it's option menu Analog Settings are N/A.
Anyone any idea?
By far not a complete list, just pulled some available data from wikipedia but it may be helpful for testing nonetheless:notaz said:Not yet but can be added. A list of games supporting analog controllers would be useful for this.Balzac2m said:One question though: Do the nubs work? Do I have to setup them somehow? I can't get them to work in GT2, in it's option menu Analog Settings are N/A.
Anyone any idea?
I assumed that is the case, but didn't test it on real hardware. In the emulator, I update RA after the delay slot, which might not be accurate if the delay slot instruction modifies RA.hlide said:if I'm not wrong, R3k is a 5-stage pipeline (IF/ID/EX/MEM/WB). RA is read at ID stage and written at WB stage. The delay slot starts at ID stage of the branch-and-link instruction, so I guess RA in delay slot would be read BEFORE the branch-and-link instruction modifies it at its WB-stage. If delay slot modifies RA (say, ADDU RA,RA,...), RA modified by branch-and-link instruction may be considered as lost.
I believe both branches are taken. The first branch is taken, one instruction is executed from its target, then the second branch is taken. This makes interrupts non-recoverable, so is never done in any normal program.hlide said:For branch in a delay slot it's harder to guess : but it seems PC is always updated at ID stage, so it looks like PC will be the value modified by the branch in the delay slot.
I'm sure I could have ported pcsx if I'd tried, but I don't know how notaz churns stuff out so quickly. I wonder if he has a day job, because he seems to work on Pandora 7 days a week.Exophase said:Wow notaz, you're amazing. I haven't tried any of this stuff but I just wanted to give you my praise - you seem to pull off some incredible things that most programmers can only dream of.
Chaser said:Tony Hawks (PAL SLES 02055) - (r1) crashes to desktop after the intro animations. (r2) Playable but way under speed and slowdown. Psx4 = Fullspeed with music.
Tony Hawks 2 (PAL SLES 02908) – (r1) crashes to desktop when skater select screen appears. (r2) Runs well. Can randomly crash to desktop. Psx4 = Run fullspeed but no music.
It looks like you built it with xvideo support, you should try using framebuffer instead. Latest git should autodetect that, if not edit the Makefile a bit.Bonapart said:notaz: is there any ideas to use psx4m\psx4all GPU and SPU? you said in first post that you use slower gpu\spu plugins.
P.S. using psx4m gpu\spu will make porting to maemo easier that's why i'm asking; current code is compiling at maemo but i've get next log http://paste.kde.org/1831/ ; last 2 lines repeat every ten seconds
Sure, many could do it but are either not interested, have no time or just don't care. For me it's a matter of motivation, and yes I do have full time day job (and could use some more sleep).Ari64 said:I'm sure I could have ported pcsx if I'd tried, but I don't know how notaz churns stuff out so quickly. I wonder if he has a day job, because he seems to work on Pandora 7 days a week.Exophase said:Wow notaz, you're amazing. I haven't tried any of this stuff but I just wanted to give you my praise - you seem to pull off some incredible things that most programmers can only dream of.
Thanks for bringing that up, I used to follow that blog but forgot completely about it.Exophase said:http://smf.mameworld.info/
There are some other useful PS1 related blog posts there as well.
CD-ROM Label: SCUS94240
CD-ROM ID: LOADEREXE
ari64_reset
switching to 320x240@16
Compile at bogus memory address: bfc03aa4
[LWP 11765 exited]
Program exited with code 01.
Lobo said:For what its worth, Soul Reaver PAL does definitely work (after about 5 mins of cutscene!).
Bosbeetle said:Colin mcrea 1 wont go past the menu for me, up to the menu it looks very good
Just wondering, sometimes when you rip your original game CDs there is thing called a "subchannel" or something like that. What is this, what does it do and do you need this for the games to work right?Chaser said:What format is the PAL version in? Grab a trial copy of CloneCD and make a (.img) from it in a few minutes and it should be almost perfect.
Subchannel data is just extra stuff that goes between the actual bytes of data, basically. It traditionally contains checksums for error checking, but some things use it for other stuff. For example, CD-G karaoke CDs store the animated lyrics and occasional picture in the subchannel data, and a lot of CD games use the subchannel data for copy protection. Most emulators ignore such copy protection checks though, so it's not needed. I can't think of any games off the top of my head that actually required the subchannel data, other than for said copy protection on the original console, but there may be some.DaveC said:Just wondering, sometimes when you rip your original game CDs there is thing called a "subchannel" or something like that. What is this, what does it do and do you need this for the games to work right?Chaser said:What format is the PAL version in? Grab a trial copy of CloneCD and make a (.img) from it in a few minutes and it should be almost perfect.