Showing posts with label PSP Homebrew. Show all posts
Showing posts with label PSP Homebrew. Show all posts

DaedalusX64 SVN r690 – N64 Emulator For PSP released

Posted by newbie Wednesday, May 4, 2011 0 comments

DaedalusX64 SVN r690 is released. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.

DaedalusX64 SVN Changelog:
r688
[=>] Merged from Dev branch:

Rev 202 - Salvy
[!] Reworked Viewport codebase (WIP)
Rev 203 - Salvy
[!} Workaround for MM crashing with Memory Access opt
[!] More work for viewport codebase (less hacky than my previous attempt)
Rev 204 - Salvy
[-] Small error from last commit..
Rev 205 - Salvy
[+] Added hack to work around the wrapping issues we have in Zelda [can't think a proper way to handle this :(]
[+] Ucodedef for SetOthermode
Rev 206 - Salvy
[+] Unlocked extra memory for all psps, except phat of course (note : if using a loader, make sure is supported)
[!] Silly mistake from last commit
[~] Move mem access opt to advance settings
[+] Added info for mem access in crash dump
Rev 207 - Salvy
[+] Rewrote how we generate cic codes (code is 90% smaller now)
[!] Frameskip HandleEndOfFrame
[~} Small change when set the flag to unlock the extra mem
[~] Some cleaning in frameskip options
r689
[=>] Merged from Dev branch:

Rev 208 - Corn
[!] Fix for Conker_Tri4
Rev 209 - Salvy
[!] Reverted changes from last commit (was causing Conker to keep reloading its ucode)
[~} Some clean ups to ROMImage.cpp
[~] Small optimization to DLParser_RDPHalf1_GoldenEye (saved around 12 ops)
[!] Implemented correctly DLParser_TexRect_Last_Legion (fixes BSOD in sub menus)
[!] Fixed bug I introduced when viewport not being changed in some occasions
Rev 210 - Corn
[-] Removed sm64 unneeded blendmode
[-] Removed leftover printouts
[-] Reverted change that made compiling fail if only DEBUG_DLIST and CONSOLE are defined
[+] Added back struct for Conker_tri4 as option (with more optimizations)
Rev 211 - Corn
[!] Reverted change devs-revs 130 causing PHAT to run out of memory when pressing home button
r690
[=>] Merged from Dev branch:

Rev 212 - Salvy
[!] Speculative bug fix that caused to keep rehashing Conker's ucode
[!] Fixed bug that caused viewport to to be override if it didn't changed
[!] Made if viewport changed check less hacky and cheaper
Rev 213 - Salvy
[-] Forgot to delete some debug code..
Rev 214 - Salvy
[!] Fixed clean scene no longer working in Mario Party and other games
[!] Simplified texture filter
[!] Checked if viewport changed earlier
Rev 215 - Corn
[+] Made CPU rendering compatible with VFPU rendering (insert-matrix and ENV MAP)
[!] Rearranged Clip_tri_to_frustum and made CPU and VFPU versions accessible

Note: CPU->Clip_tri_to_frustum is broken and has been so for quite some time.
Rev 216 - Corn
[!] Removed "feature" that allowed to swap home with select button (no longer needed)
[+] added more comments and removed legacy debug code from ucode detector
[+] Spread randomly cache ucode entries if we hit max of entries allowed


Download: DaedalusX64 SVN r690
Source: Here

PSPident 0.74 Released: Know your PSP Hardware information

Posted by newbie Sunday, May 1, 2011 0 comments

If you’re wondering what exactly is inside or what your PSP is capable of — motherboard model, type, what generation or “g” number, whether or not a custom IPL or CFW is possible — then download PSPident 0.74. Yoti recently updated it adding support for all the latest hardware out there. PSPident will tell you what you want to know.

Source

DaedalusX64 BETA 3 – N64 Emulator For PSP released

Posted by newbie Monday, February 28, 2011 0 comments


Official DaedalusX64 BETA 3 released. This version is a must update if you are playing emulating N64 game on your PSP right now. This version have a lot of changes from many skilled developers. High compatibility, mnore fixes and more speed. Enjoy playing N64 on go.



DaedalusX64 BETA 3 CHANGELOG
# Corn:

* Screen zoom (up to 150%) to get rid of black borders
* Show patch progress instead of black screen while patching (Corn/Salvy)
* Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
* Z-fighting Fixed
* Faster D-list processing for a speed-up
* Faster N64 Fixed Point Matrix loading and other optimizations in rendering
* Added option to use Cover-Flow or Classic GUI
* Added battery info in pause menu (Salvy/psppwner300/Corn)
* 64 SaveState slots (psppwner300/Corn)
* New faster Double Display List processing
* 16bit screen rendering (Using dithering for smoother colors)
* Missing HUD(heart) fixed in OoT/MM
* Faster texture check/hash
* Faster audio conversion code and optimizations, fixed left/right sound swap
* New DMA transfer mode using VFPU
* Frame-rate limiter no longer stalls CPU
* Added more patches in OSHLE GU function library using VFPU
* Added Auto Frame Skip 1 & 2
* Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc & copy
* Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) & Flying Dragon)
* Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
* When N64 uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
* Fixed Model-view matrices for Gex games to render properly
* Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
* Set Prim Depth works -> SSV, Road Rash, Glover, Rayman 2, Donald Duck
* Insert Matrix works -> Kirby enemies and SSB animation
* Force Matrix works -> Tarzan, Donald duck, Rayman2 and Star Wars Episode I – Racer
* Proper texture loading -> F-Zero, Flying dragon (menus)

# Salvy:

* New home button library (works on newer FW’s 6XX + button wrapper for easy usage)
* New blender using a 16bit hash
* Generic blend-mode (handles over 70% of all inexact blends)
* Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
* Added support for uCode tables and uCode definitions
* Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashin
g)
* Reworked uCode detection (faster, and fixed several annoying bugs)
* Simplified greatly interrupts
* Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
* Updated Audio code base to latest Azimer’s plug-in (Salvy/Corn)
* Implemented several custom uCodes (Conker, GE sky etc)
* Recursive deletion + Reset settings/oshle cache
* Deprecated RSP LLE emulation from PSP build
* Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
* Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
* Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
* Panic Button -> L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
* Add compatibility for using gprof for profiling

# Kreationz:

* Update Screen only called once per frame (Fixes Flashing and Shaking)
* Updated clipping code to latest version from Irrlicht Engine
* Fix of IA4 textures (OoT’s Trees for example)
* Fixed 4bpp texture padding

# Grazz:

* Implemented S2dex and Sprite2D
* Auto uCode detector (Grazz/Kreationz)
* Implement per game SaveState support

# Howard0su:

* Memory Access Optimization
* Move Video Memory and Graphics Context initialization into system.cpp
* Avoid strdup, use static array instead

# Other Devs and People that helped greatly:

* Added VFPU math (Zack/Corn)
* Several improvements in our makefile (Maxijac)
* Allows SaveState deletion (Maxijac)
* Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
* Cover-Flow Gui (Yamagushi)
* Recommended Settings (Yamagushi)
* Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
* Added ability to delete ROMs to GUI (psppwner300, Corn)

Source and Download

PMPlayer Advance v3.1.4 - Playstation Portable Multimedia Player

Posted by newbie Tuesday, February 22, 2011 0 comments

PMPlayer Advance is a video player for the PSP coded by Cooley. It was originally created to view PDF files. PPMs, which are encoded in MPEG-4 AVC or with a size of 480x272.Another important function, you can, thanks to PMPlayer Advance , watch streaming movies on your PSP from your PC via USB Host or Host Net. This will be explained shortly with uun tutorial.

PMPlayer Advance v3.1.4 Changelog:
- fixed crash bug when browse ef0, usbhost0, nethost0

Source and Download