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View Full Version : PSPAtari: Atari 800/130/5200 Emulator for PSP v1.0.2



zx-81
June 17th, 2006, 01:29
http://zx81.zx81.free.fr/images/pspatari-snap-2.jpg

Hi All,

Here is a new version of PSPAtari the emulator of Atari 800, 800XL, 130XE and 5200 series.

What's new in version 1.0.2 :

- Sound support
- Add various render modes (normal/fit/x1.25 ...)
- Code cleaning and bug fix
- New virtual keys

How to use it ? Everything is in the README.txt file.


In the main emulator window you can only load Atari 800 roms ...
If you want to load 5200 roms, please use the "Original" Atari800 menu
(the yellow option in the emulator menu, or the UI key on the virtual keyboard).


Sources are included, and this package is under the GNU public license,
read COPYING.txt file for more information about it.


Enjoy, :)

Zx.

joesnose
June 17th, 2006, 01:38
you are psp emulation man, thanks

DessyDago
June 17th, 2006, 01:46
awesome thanks a bunch for this.

xiringu
June 17th, 2006, 01:52
just that......thanks!!!!

:P

luis_05
June 17th, 2006, 02:06
Jesus Christ dude!!! I dont know how u do it but thanks!!! ur a now becomnig a legend in the PSP homebrew scene!!!!

gunntims0103
June 17th, 2006, 02:11
great job bro you are truly a pro

vettacossx
June 17th, 2006, 03:32
does this play atari 3200 roms and if not is there one that does???
thanks

Poem58
June 17th, 2006, 03:36
AWSOME! almost totally happy now...still in need of a good 2600 though....Yeah I know stop whining already it will come eventually.....

atari 3200? I'll have to look this one up never heard of it.... Just looked up the 3200 wow...did anyone ever find 3200 games? if so what were they like....

r-complex
June 17th, 2006, 07:34
Damn.. I jez creamed my jeans!

djamm
June 17th, 2006, 07:52
WOW

Once again you have done it -=wicked grin=-

I love all this old school retro...keep it up...


-=djamm=-


:cool: :eek: :cool:

The_Ultimate_Eggman
June 17th, 2006, 10:47
*Sigh* time once again for my well used rose tinted glasses. *sniff sniff* I can smell the musty whiff of nostalgia.great work.

T-2000
June 17th, 2006, 16:28
hmmmm cant load rom error...lol only get defender and pacman to work.. wonder why ??

zx-81
June 17th, 2006, 17:01
hmmmm cant load rom error...lol only get defender and pacman to work.. wonder why ??

For those who wonder how to use 5200 Roms :

You have to load them using the original atari800 emulator menu (the yellow "Atari800 menu"
option in the emulator window :)).

Then select "Cartridge management" then "Insert cartridge" and specify your disk image file,
then choose the cartridge type corresponding to your ROM and go back to the emulator using LTrigger :)

T-2000
June 17th, 2006, 20:04
oh yeh ! so it does.. Thx

Shannon
June 18th, 2006, 00:32
Fantastic!! Looking forward to checking this out. Even though I just got a replacement cap for my GP2X making it much more useful.

Shannon
June 18th, 2006, 01:52
ok just tried it out. We got sound, even if it is a little bit funky. :) I know the guy who ported this over to the GP2X had difficulties with the sound, although he did eventually get it too work ok.

I also noticed that it seems to be recording some information into a stdout.txt file. Key mapping is a little weird but at least I can change that.

Looking good, so hopefully you'll be able to get the kinks worked out eventually. Almost runs 100% at 222 mhz!

zx-81
June 18th, 2006, 10:11
First of all, thanks for your feedback.


ok just tried it out. We got sound, even if it is a little bit funky. :)

Yes, "funky" is the word lol !


I know the guy who ported this over to the GP2X had difficulties with the sound, although he did eventually get it too work ok.

good to know, if he releases sources, i can have a look on it, and try to modify this version to work properly. I've spent night to try to improve it, but without any success.


I also noticed that it seems to be recording some information into a stdout.txt file.

Yes this is debug trace file, but normally it should contains only few line. I will remove that on futur release (if i do).



Key mapping is a little weird but at least I can change that.

Looking good, so hopefully you'll be able to get the kinks worked out eventually. Almost runs 100% at 222 mhz!

:)

Philip James
June 18th, 2006, 12:21
I have tried to load 5200 games but when i insert cartridge how do i know which type it is and when i press the ltrigger the screen just goes green.

zx-81
June 18th, 2006, 12:42
I have tried to load 5200 games but when i insert cartridge how do i know which type it is and when i press the ltrigger the screen just goes green.

When i don't know the cartridge type, i test them all :(

Hungry Horace
June 19th, 2006, 15:09
zx-81.... a bit OT, but are you ever going to consider making a speccy emulator?

at the moment it appears that PSPectrum is going to have to be withdrawn, since its using partial Fuse code (which must be open-source) and some other borrowed code (for which sources cannot be released)

as a result, its causing hell to the author who is now considering abandonning the project completely, and ceasing distribution of the emulator.


i ask becaude your emualtors are excellent, and you even go as far as to name yourself after a Sinclair machine, but without making an emualtor of the best sinclair machine there ever was! - it will break my heart to see that no speccy emualtor is still in circulation for the psp.


if you do, i come recommended as a speccy beta tester! (i filled that task for pspectrum)

best of luck with your continuing projects though, you do great work.

zx-81
June 19th, 2006, 19:38
i don't get it .. I'm not a specialist of spectrum, but it seems there are many many opensource or GNU spectrum emulators, so why did he took the code from a proprietary software ?

Hungry Horace
June 21st, 2006, 12:03
i don't get it .. I'm not a specialist of spectrum, but it seems there are many many opensource or GNU spectrum emulators, so why did he took the code from a proprietary software ?


the problem was that Fuse is open-source, but under the GPL licence.... this requires anything that uses the fuce code to also be entirely open source.

because the author was putting the z80 core of fuse "into" his already-built emulator (for which some routines - rendering related i believe) had shared code with some of his fellow programmers, which THEY did not want sharing, the author was unable to comply with releasing the entire source for pspsectrum.... the fuse authors kicked up a (needless imho) fuss about it, and pspeccy has had to be discontinued.



any new psp sepccy emualtor *could* legally be built from fuse also, but it would have to always include its sources with its release.


go on mate... you know you want to ;)

zx-81
June 21st, 2006, 12:47
@Hungry Horace: Thanks for the explanation, i better understand now. Yes, you're right, the GNU license is "contaminant" ... Nevetheless, even if he can't release the source code, he can always split his code in two, and build a library with the GNU stuff and then link with it. He can then distribute only the source code of the library, and keep the private code secret ...

Anyway, there are many homebrews port based on GNU stuff, for which the modified source code have never been distributed (even if the license required it). This is not fair, but ... I don't see anybody to sue a developer who makes homebrew (for free and for fun), because he used GNU source code part and he hasn't release the code ...

;)

cyphre
June 22nd, 2006, 17:04
Thanks for porting this great emulator! I have tried the version 1.0.2 but the sound is somehow distorted. I noticed someone have been talking about Atari port for gpx2. Here is the link to their homepage with sources:

http://www.scrameta.net/a800.html

The guy who did it is mentioning some sound bugfixes. Maybe this could be useful for fixing the sound also for PSP emulation?

Otherwise the PSP port works great! Keep up the cool work!

zx-81
June 22nd, 2006, 19:29
Thanks for porting this great emulator! I have tried the version 1.0.2 but the sound is somehow distorted.

Yes i know :o :( ... i spend hours to try to improve it, without any success ....


I noticed someone have been talking about Atari port for gpx2. Here is the link to their homepage with sources:

http://www.scrameta.net/a800.html
The guy who did it is mentioning some sound bugfixes. Maybe this could be useful for fixing the sound also for PSP emulation?
Otherwise the PSP port works great! Keep up the cool work!

Good idea, thanks for the link ... i will have a look on this stuff :)

zx-81
July 7th, 2006, 22:18
Hello zx=81.
Forgive me if I sound like a noob, but, i'm having problems with the pspatari. I tried loading 5200 games in .a52 and under the yellow atari 800 menu as you suggested. but i am having no success. i don't know what option to use to load a rom.

-> Cartridge management -> Insert Cartridge > ...
-> One chip 16k 5200 ...

And that's all :).

cyphre
July 8th, 2006, 22:42
Yes i know :o :( ... i spend hours to try to improve it, without any success ....



Good idea, thanks for the link ... i will have a look on this stuff :)

Don't want to bother you(knowing you are working on other emus as well) ;) But have you investigated anything new regarding the sound problem? I haven't checked your sourcecode yet(too busy :-/) but can you give me some basic directions(it is a problem of SDL sound handling or the emulator code itself, where did you end up when debugging? etc.) so I might try to look into it next week.(no positive result guaranteed though :) )

zx-81
July 8th, 2006, 23:19
Don't want to bother you(knowing you are working on other emus as well) ;) But have you investigated anything new regarding the sound problem? I haven't checked your sourcecode yet(too busy :-/) but can you give me some basic directions(it is a problem of SDL sound handling or the emulator code itself, where did you end up when debugging? etc.) so I might try to look into it next week.(no positive result guaranteed though :) )

The SDL sound handler is good. It's very simple, like all other emulators, the sound callback copy samples computed by the atari emulator sound chip in the SDL buffer, and that's all. We can add another buffer (as i've done for pspvba) not to read incomplete buffer ... but the main problem seems to be in frequency mismatch between the SDL sample player and the frequency of the Atari sample builder :o

cyphre
July 9th, 2006, 10:30
... but the main problem seems to be in frequency mismatch between the SDL sample player and the frequency of the Atari sample builder :o

ah, I thought there must be something wrong with the sample rate just by listenning the current version :) Thanks for the tip ;) ...will try to look into it during the next week and let you know if any progress.

cyphre
July 9th, 2006, 20:08
Well, I got some little time to play with the sources even today... Te problem was that you 'desired' from SDL to initialize sound as 8bit unsigned sample but you 'obtained' 16bit signed setting from the system. So I changed the defaults:

in atari_sdl.c file:
static int sound_flags = SND_BIT16;
static int sound_bits = 16;

and enabled

in pokeysnd.h file:

#define SIGNED_SAMPLES

and voila, it sounds much better! :)

cyphre
July 9th, 2006, 20:13
...though it is still not perfect :mad: In some games (International Karate, Ball Blazer etc.) at specific musc parts you can hear that the final sound volume is getting too high which resulted into distorted 'scratches'. Unfortunately I was not able to found out what part of code is causing this problem. There must be some problem either with SDL mixing(although the SDL volume is set to 1/4 of MAX) or with the Pokey emulation part.

cyphre
July 9th, 2006, 20:16
Maybe it would be worth to try save the RAW sound output from Pokey emulator to file on MemoryCard at runtime and see if the distortion is present even there?

zx-81
July 9th, 2006, 20:46
Well, I got some little time to play with the sources even today... Te problem was that you 'desired' from SDL to initialize sound as 8bit unsigned sample but you 'obtained' 16bit signed setting from the system. So I changed the defaults:

in atari_sdl.c file:
static int sound_flags = SND_BIT16;
static int sound_bits = 16;

and enabled

in pokeysnd.h file:

#define SIGNED_SAMPLES

and voila, it sounds much better! :)


Excellent, thanks, i will try it now :)

zx-81
July 9th, 2006, 20:59
...though it is still not perfect :mad: In some games (International Karate, Ball Blazer etc.) at specific musc parts you can hear that the final sound volume is getting too high which resulted into distorted 'scratches'. Unfortunately I was not able to found out what part of code is causing this problem. There must be some problem either with SDL mixing(although the SDL volume is set to 1/4 of MAX) or with the Pokey emulation part.

I've tested it, and it works great now (may be not on all games, but it's better than before :) ). I was working on it this afternoon to add some new features (such as battery stuff), and thanks to you i will do a relase the evenning with the sound part modified according to your search results :).

I've put the volume to 3/4 instead of 1/4 it's better. Anyway many thanks for your hard work :)

zx-81
July 9th, 2006, 21:43
...
and voila, it sounds much better! :)

Et voila, a new release ! Grace a toi, merci beaucoup !!!

:) :)

cyphre
July 10th, 2006, 09:23
Et voila, a new release ! Grace a toi, merci beaucoup !!!

:) :)

Merci pour la nouvelle version ! :D

zx-81
July 10th, 2006, 09:44
Merci pour la nouvelle version ! :D

Thanks for the bug fix :)

Gizmo356
July 10th, 2006, 09:51
? lol

zx-81
July 10th, 2006, 09:53
? lol

Don't worry, we were only saying that you're a good guy :D :D