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  • #16
    Another month, another update. No trace function still. I see he added Dance Pad emulation. I think Mednafen is the only other emulator that has some type of support for those. Pretty cool.

    Source: http://nocash.emubase.de/psx.htm

    gpu: vram-fill-cmd: fixed size/wrapping/rounding/masking for GP0(02h)
    gpu: vram-copy-cmd: fixed size/wrapping (die hard trilogy 2 uses xsiz=FFFEh)
    cdrom loader: loads some relevant cdrom "root" sectors (with date/region info)
    cdrom: for .exe files, forwards region from EXE header to cdrom licence sector
    cdrom: produces SCEx string matched to region (from cdrom licence sector)
    cdrom: supports setloc+play (without seek command) (used by Tactics Ogre)
    video: matches game-window-height to pal/ntsc region (and width to 4:3 ratio)
    video: allows free game window sizing (with snapping near N*100% zoom factors)
    controls: automatic analog/digital joypad mode support (based on iso date)
    controls: emulates analog joypad (with analog axes, config cmds, and L3/R3)
    controls: emulates analog joystick (with ID=5A53h, without L3/R3 buttons)
    controls: emulates namco-guncon-lightgun (via mouse)
    controls: emulates sony-mouse-controller (via mouse)
    controls: emulates dancemat (via Q,W,E,A,D,Z,X,C or numeric keypad)
    controls: suppresses L3/R3 buttons in digital joypad mode
    help: added caution on delay between slot.sel and 1st.cmd.byte (analog pad)
    help: added plugging and unplugging cautions for controllers and memory cards
    help: added info on analog joypad range (mechanical/digital/centering areas)
    help: added dance mat specs (as far as known; which leaves many questions)
    help: added notes on unknown mouse bits and on konami lightgun "x0h" byte
    help: added lots of basic info on the different psx fishing controllers
    help: added some basic info on i-mode adpator (part number and list of games)
    help: added note on super-early irq10 lightgun patch (hooked 00000080h vector)
    help: added multitap specs (memcard access, and two controller access methods)
    help: added note on BIOS "buNN:" support (and problems) for multitap slots A-D
    help: added note on cdrom auto-pause function for end-of-audio-tracks
    help: added component list/chipset pin-out for multitap and digital/analog pad
    help: corrected guncon specs (VERY different as in sporting clays source code)
    help: corrected gpu vram fill/copy command specs (size/wrapping/rounding/etc)
    help/cdrom: specs and support for older v1 (and v0) .cdz file format versions
    controls: allows to assign analog-PC-axis as digital-PSX-button (xbox 360 pad)
    debug: added optional joypad-command logging to TTY window (see TTY menu bar)
    bios: pad_card_sweep_stuck_ack (when possible sweep stuck ack before access)
    bios: pad_card_timeout_value (prevent hanging on stuck ack during access)
    bios: pad_card_post_sel_delay (for slow devices like mouse and analog joypad)

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    • #17
      Originally posted by Hacc View Post
      Another month, another update. No trace function still. I see he added Dance Pad emulation. I think Mednafen is the only other emulator that has some type of support for those. Pretty cool.

      Source: http://nocash.emubase.de/psx.htm
      Still though, he really needs to implement a trace in his emulator designs. He appears to use the same layout (possibly a configurable emulation shell) for all his emulators, so it doesn't seem like it would be all that hard to include such a feature in all his designs. I find it mind boggling that it's missing to be honest, as he seems to pride his design in having such a diverse debugging system.
      Not taking any requests at this time.

      Bored? Watch some of my hacks here.

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      • #18
        I understand what your saying and how you guys feel. It's not much we can do (if only it was open source). Who knows if he ever received helder's mail. Let's just hope he gets around to it one day.

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        • #19
          I'm a little strapped now but at the time I was ready to give in for the "Donation". The only thing his emulators need are a Trace feature a cheat search feature would be nice but I live with out it and also cheat code support but again I can live without it.
          Spoiler Alert! Click to view...

          THE BAD GUY!!!!!!

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          • #20
            No$PSX v1.5

            Source:
            http://nocash.emubase.de/psx.htm
            http://www.emucr.com/2013/04/nopsx-v15.html


            no$psx v1.5 Changelog:
            - multimachine: implemented cdrom load to "all machines" option (default)
            - multimachine: fixed cdrom loader load to "1st/2nd/3rd/4th machine" options
            - multimachine: bugfix: doesn't try to use "seed_vals" for newly added machines
            - multimachine: bugfix: doesn't hang on invalidated windows of removed machines
            - multimachine: apply autostart/reset only to machines with newly loaded cdroms
            - multimachine: apply_bios_patches now applied to ALL machines (eg skip intro)
            - sizing: added fullscreen mode, and added sizing/maximize in multimachine mode
            - memcards: now saved as *.mcd in new MEMCARD subdirectory (formerly no$psx.mcN)
            - memcards: first card: .mcd (auto-excluding "(DiscN)" etc.)
            - memcards: others: "_MM_N_X_mcd" (MM=machine1..12, N=slot1/2, X=sub-slotA..D)
            - memcards: prevents .mcd creation on sector 03Fh dummy writes
            - memcards: added support for multitap memcards (IDs 82h..84h in slot 1..2)
            - gpu: help/emu: added textured-rectangle-xyflip feature (thanks William Birkin)
            - gte: help/emu: reproduced real GTE division inaccuracies (thanks ogamespec)
            - cdrom: help/emu: cdrom is initially demuted (fixes missing audio in v1.3+v1.4)
            - cdrom: ignores nonzero writes to unused bits (without suppressing other bits)
            - cdrom: removed "cdrom response overkill" warning (some games may survive it)
            - spu: emulates spu-capture-buffer interrupt (needed for crash team racing)
            - spu: allows glitchless spu-ram-read (as far as [1F801014h].bit24-27=nonzero)
            - spu: added "generate_sample_till_now" for updating spustat and endx on reads
            - spu: better key_on handling (supporting lead_delay, and forced adpcm start)
            - spu: better LOOP-END behaviour (ENDX flag, plus optional mute+release)
            - spu: implemented fully functional 8bit/32bit reads from 16bit spu registers
            - spu: help/emu: dumped/documented gauss_table and emulated adpcm interpolation
            - spu: help/emu: tested/documented pitch_modulation effect and emulated it
            - spu: help/emu: max adpcm pitch (clip values in range 4000h..FFFFh to fastest)
            - help: added info on no$psx debug hotkeys and memory access breakpoints
            - help: added info on glitchless spu-ram-read (used by Herc's Adventures)
            - help: added info on cdrom sector buffer (has 8 slots, but only 2 accessible?)
            - help: added some basic notes on psx-based arcade cabinets
            - pinouts: added IC106-109,IC202,IC303,IC305,IC307,IC309,IC501,IC701,IC72 3,ICsss
            - pinouts: improved IC304,IC602 pinouts (also IC405, but it's still unclear)
            - gui: created own help engine (instead of microcrap's suicidal windows .hlp)
            - gui: discovered and fixed major resource leak (destroymenu on context menu)
            - debug: added user cycle-counter in iomap (profiling purposes), added ctrl+e
            - debug: added optional DMA logging in TTY window (shows chn,addr,len,ctrl,name)
            - bios: tweaked "bizarre_outdated_pad" function to accept joypads in analog mode
            - vram viewer: bug-fixed "@@app_raw_blend" (test bit0, instead of test "al")
            - webpage: updated info on my current monetary stats (small donations welcome)
            - webpage: updated txt/htm versions of the psx-spx playstation specifications
            lee4 Does Not Accept Codes Requests !
            When lee4 asks a question it does not mean lee4 will look at your game
            *How to create and use SegaCD codes >click here<*
            >)

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