Page 5 of 12 FirstFirst 123456789 ... LastLast
Results 41 to 50 of 112

Thread: Potemkin Released - NEW PSP EMULATOR FOR WINDOWS

                  
   
  1. #41
    DCEmu Newbie
    Join Date
    Jul 2006
    Posts
    16
    Rep Power
    0

    Default

    thanks Maxime, turns out i figured Loading it would run it automatically, didn't even notice the run option.

  2. #42
    DCEmu Old Pro pt9087's Avatar
    Join Date
    Feb 2006
    Location
    England, Hull
    Age
    30
    Posts
    1,331
    Rep Power
    63

    Default

    Heres the readme!!!

    Potemkin (Codename DaSH)
    Experimental HLE PSP Emulator

    Henrik Rydgård (aka ector)
    hrydgard@gmail.com (ONLY developer questions and similar)

    Released under the GPL since I got bored of fixing stupid bugs and adding functionality to my HLE-simulated PSP OS.

    Features: (end-user point of view
    - Plays Puzzle Bobble Pocket JAP
    - Starts AI Go
    - Runs numerous demos from the PSP SDK

    Technical Features:
    - Badly simulated PSP kernel
    - No VFPU emulation
    - Mounts ISOs and CSOs (no DAX!)
    - Mounts Windows directories (no good UI yet for this)
    - (FUTURE) Supports game-specific patching through UltraHLE-style INI file

    HLE code structure:
    Internal functions begin with __Kernel. These are called when multiple real HLE functions
    share code, or when other code wants to affect the PSP kernel, such as loading modules, etc.



    TODO:
    * Timing system
    * Investigate skinning sample
    * Eventflags (Gradius, locoroco, etc)
    * Proper sound
    * Proper FPL (spongebob)
    * DelayThread (bomberman)
    * Investigate bad ISO reading
    * Investigate raw sector reading (GTA for example)
    * Remaining VFPU instructions, for katamari and PQ
    * sceUtilitySaveData, MsgBox
    * Memstick Detection (2001: [R4 08971050 ]: HLE: sceIoDevctl("mscmhc0:", 02025806, 00000000, 0, 09fbbca0, 4) (z_un_0897101c)
    * Fake PSMF and MPEG
    * Atrac using the dll
    * ReferSemaStatus (outrun)
    * VBlank interrupt
    * Callbacks
    * Real thread ready queue


    Compatibility List:

    Playable:
    Pinball (breaks if I fix waitforvblank)
    Puzzle Bobble Pocket (some graphics missing)
    Puyo Puyo - Nearly perfect!
    [none]

    Ingame:
    AI Go (AI hangs)

    Title Screen / menus:
    Frantix - crashes the emu while loading
    Carol's Sudoku - title screen, waiting for callback? async io callback? (seems to work without)

    Craps on the screen:
    Koloomn - seems to run, but only shows blank screen
    Wipeout Pure - Sector Reading
    Namco Museum - Now Loading , DelayThread
    Namco Museum Battle Collection - Now Loading , DelayThread
    Star Soldier - Hudson logo
    EVery Extend Extra - ?

    Not working primary reasons:
    Astonishia Story - DelayThread
    BomberMan - DelayThread
    Dragon Ball - DelayThread
    Lumines - DelayThread
    Me and My Katamari - DelayThread or Vblank interrupt

    Outrun - PollSema, Sector Reading
    GTA LCS - Sector Reading //SavedataInit, Wakeup
    Bust A Move Ghost - Sector Reading - 088ea0cc is value that gets added to lba
    Burnout - Sector Reading, Waitforvblank rotatequeue

    Dead To Rights - Just draws, no vsync :P
    Death Jr - Illegal reads, kaboom, self restarts
    Football Manager - Failing to alloc memory (slightly too much)


    Fifa Street - VFPU + the unknown SysMemUserForUser functions
    Gurumin - Unknown syscall, mailbox, infinite loop

    Mercury - Bizarre zero pointer -> failing internal allocs
    XI Colisseum - broken ISO code
    Pacman World Rally - broken ISO code, bizarre async issues

    MotoGP - sceUtilityMsgBox missing
    Kao - sceUtilityMsgBox missing [DrawSync (hacked for now), GP relocs (dunno if important), ]
    Virtua Tennis - savedata getstatus
    Breath of Fire - SaveDataGetStatus, reading the smae file over and over???

    Tiger Woods - Bizarre memory problems

    Nana Subeta wa Daimaou no Omichibiki - VFPU, Blasts display lists full of zeroes Bad Semaphore

    Noryoko Trainer - Bad math, Tries to open files called (null)

    Practical Intelligence Quotitient : Draws black stuff

    Slotter Up Core - Semaphores, VFPU

    Smart Bomb - Jump to 0000000 088fbde4

    Spongebob - FPL

    Ultra Z fighting - Shuts down

    World Poker Tour - Needs MPEG / Atrac faking
    Go Sudoku - PSMF video

    Hot Shots Golf - need VBlank interrupt
    Capcom 3 in 1 Demo - EVentflags, unknown syscalls
    Loco Roco Full - WaitEventFlag, Vblank interrupt
    Loco Roco Demo - Vblank interrupt, sceDemoMod sceKernelGetThreadStackFreeSize

    Formula One - Uses 4 new kernel functions
    Fired Up - bad semaphores

    Tony Hawk Underground Remix 2 - VFPU, illegal reads, kaboom

    Kuru - Illegal memory write 0888e9a8
    Need For Speed Most Wanted - Open UMD0: bizarre results, loop forever

    Exit - Semaphores

    Street Fighter - Font, wakeup stuff ?sceKernelCancelWakeupThread
    Coded Arms - Callback? Scheduler? weird things + some unknown APIs
    Ape Escape 1 - ReferThreadStatus? SleepThread?
    Viewtiful Joe - Scheduling? vblank timing

    Mega Man Maverick Hunter X - lots of various problems. TODO: make allocations aligned!
    Dragon Quest And Final Fantasy - UmdActivate / UmdGeterrorStat

    Gradius - Async I/O
    Lemmings - Async I/O (bizarre stuff, keeps retrying)
    Untold Legends - Async I/O
    Valkyrie Profile - Async I/O problem, 665: [MIPS32 R4K 088ca59c ]: MEM: Illegal 32-bit read at ffff84b0 (un_088ca594)
    Gripshift - Async I/O

    Monkey Ball - Thinks it's in Dev, Tries to read from host0: ! sceIoOpen 08a56000
    Pocket Racers - Thinks it's in Dev, Tries to read from host0: ! test at 089c2a7c, read from 090F93B8
    (30236)v1 90D761C v0 in initvarious, the key is in "InitUMD"
    Cars - BOOT.BIN was zeroed!
    X-Men 2 - BOOT.BIN was zeroed!
    Miami Vice - BOOT.BIN was zeroed!
    Mega Man Powered Up - BOOT.BIN was zeroed!

    Metal Gear Acid - seems to have custom PRX modules! Need to link them in or reverse engineer
    Metal Gear Acid 2 - seems to have custom PRX modules! Need to link them in or reverse engineer
    Ape Academy 2 - Semaphore, Custom prx?

    TODO:
    * Investigate common looking bugs above



    PSPSDK BSD-compatible copyright notice (Some parts of the PSPSDK were used in this emulator (defines, constants, headers))

    Copyright (c) 2005 adresd
    Copyright (c) 2005 Marcus R. Brown
    Copyright (c) 2005 James Forshaw
    Copyright (c) 2005 John Kelley
    Copyright (c) 2005 Jesper Svennevid
    All rights reserved.

    Redistribution and use in source and binary forms, with or without
    modification, are permitted provided that the following conditions
    are met:
    1. Redistributions of source code must retain the above copyright
    notice, this list of conditions and the following disclaimer.
    2. Redistributions in binary form must reproduce the above copyright
    notice, this list of conditions and the following disclaimer in the
    documentation and/or other materials provided with the distribution.
    3. The names of the authors may not be used to endorse or promote products
    derived from this software without specific prior written permission.

    THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
    OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
    IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY DIRECT, INDIRECT,
    INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
    NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
    THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
    (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
    THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

  3. #43
    DCEmu Old Pro pt9087's Avatar
    Join Date
    Feb 2006
    Location
    England, Hull
    Age
    30
    Posts
    1,331
    Rep Power
    63

    Default

    Quote Originally Posted by DemonicArc View Post
    thanks Maxime, turns out i figured Loading it would run it automatically, didn't even notice the run option.
    There is an auto-run option in settings!!

  4. #44

    Default

    Quote Originally Posted by toto View Post
    Does it only emulate the psp?
    Because in the folder Core there is plenty of folder with the name of others systems such as the DS, the GP32, the GBA and even the GameCube...strange!
    Quote Originally Posted by wraggster View Post
    yeah i saw that, weird
    Its a multisystem project, which is mostly based on nintendo hardware. PSP does not have a 2nd CPU and if you examine the menu under system, the four entries have been converted to "PSP", which should be GBA, DS, PSP, GC.

    Attached are some screenshots, which clearly show that it was a multisystem project that never really put more effort in the psp side but the nintendo machines. If some good coder can clean this up and get the PSP thing working efficiently, this is a good emu.




  5. #45
    DCEmu Newbie
    Join Date
    Sep 2006
    Posts
    5
    Rep Power
    0

    Default

    why in gods name did you release the SOURCE of this project onto a site filled with nooblets? release the freaking BINARY for god's sake!

  6. #46

    Default

    Quote Originally Posted by poohter View Post
    why in gods name did you release the SOURCE of this project onto a site filled with nooblets? release the freaking BINARY for god's sake!
    How about downloading and opening the file and see that there is a binary in there >_>.

  7. #47
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    66

    Default

    Quote Originally Posted by M.H.A.Q.S. View Post
    Its a multisystem project, which is mostly based on nintendo hardware. PSP does not have a 2nd CPU and if you examine the menu under system, the four entries have been converted to "PSP", which should be GBA, DS, PSP, GC.
    Actualy the PSP does have a second CPU in the unit (but all it's actions could be HLE). The ME is another mips r4000 based core.

  8. #48
    DCEmu Newbie
    Join Date
    Jul 2006
    Posts
    16
    Rep Power
    0

    Default

    Quote Originally Posted by poohter View Post
    why in gods name did you release the SOURCE of this project onto a site filled with nooblets? release the freaking BINARY for god's sake!
    I think he released the source because he wanted someone to continue to work on it because he won't do it any more.

  9. #49

    Default

    Good Job! I hope someone makes it more compatible!

    Digg IT!

  10. #50
    Registered User Mr. Shizzy's Avatar
    Join Date
    Apr 2006
    Location
    In The UMD Drive
    Posts
    1,386
    Rep Power
    0

    Default

    I'm speechless :O

    Awesome... I'm just amazed...

Page 5 of 12 FirstFirst 123456789 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •