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  • BelmontSlayer

    by Published on December 27th, 2006 11:19

    New release from emunutz:

    PopStyler v0.1 For PSP

    OK, I know there are some GUI/frontends out there already, but none that I have found would let you load custom PNG files. So here is my little contribution to the PSP scene written in AutoIt called PopStyler. I have also included the popstation.exe in the "popstation" subfolder. This program does most of the dirty work for you, providing you have the proper files in place. Here is the feature list:

    -Frontend for popstation.exe
    -Load custom ICON0.PNG, PIC0.PNG, PIC1.PNG
    -If PIC0.PNG is left blank, a transparent file will be substituted
    -If PIC1.PNG is left blank, a generic PSX background will be substituted (background by joem)
    -Choose the location to save the EBOOT.PBP
    -Copies the KEYS.BIN file to the same directory as the newly created EBOOT.PBP

    *INSTALLATION*
    Extract the package to the location of your choice. Copy BASE.PBP and KEYS.BIN into the "popstation" sub-folder.

    *USAGE*
    Run popstyler.exe. Select the ISO and image files for your game. Click "Convert" and you will be prompted for a save
    location. Select your folder and click OK to begin the conversion. Picture files can have any name, but they do have
    to be in the proper PNG format.

    Download and Give Feedback via Comments
    via PS3News ...
    by Published on September 25th, 2006 10:01

    Bubble2K has released a small update to his SNES emulator.

    Here's what's new:
    Fixed the glitch of snezzi.exe not reading the DAT file correctly.


    Apparently, Crono Trigger is running near perfect with the "No Sound" version.

    Download and Give Feedback and Compatibility Reports Via Comments ...
    by Published on August 20th, 2006 08:12



    Exophase has just released his GBA emulator for the PSP, heres what he says:

    gameplaySP (gpSP for short) is a GBA emulator written completely from scratch. It is still pretty young (only having started a 3 months ago)
    and thus rather immature, but it does a decent job of playing a number of games. It is currently very minimalistic, in the sourcecode, presentation, and features. Its number one focus is to deliver a GBA
    gaming experience in the most playable way that PSP can manage, with frills being secondary.

    Having said that, optimization was the important way in achieving this goal, with overall compatability being a near second. Because of this
    some games may not run at the favor of running more games significantly better. Of course, the compatability will improve with time.

    Many games will run at their best out of the box, but some games will run very slowly unless idle loops are taken care of. There is a supplied
    ROM database, game_config.txt, that gives idle loop targets and other settings that may help a game to run better (or at all) on a per-game basis. Currently (as of the first release) only a very small number of
    games are entered. This number should improve dramatically over time.

    gpSP currently requires an authentic GBA BIOS image file to run. It will make no effort to run without one present; this file is 16kb and should
    be called gba_bios.bin and present in the same location as the EBOOT.PBP file. Please do not ask me where to obtain this, you'll have to look
    online or grab it from a GBA. Note that it is not legal to have this file unless you own a GBA, and even then it's rather gray area.

    -- Features --

    gpSP mostly emulates the core Gameboy Advance system. As of right now it does not emulate any special hardware present on various GBA cartridges.

    What it emulates:

    GBA CPU: All ARM7TDMI ARM and Thumb mode opcodes except block memory w/ s-bit (probably aren't used in GBA games) Video: Modes 0, 1, 2 almost completely, basic 3-5 support, sprites,
    windows/OBJ windows Interrupts: HBlank, VBlank, all timers, all DMA channels, keypad DMA: Immediate, HBlank, VBlank, sound timer triggered
    Sound: Both DirectSound channels and all 4 GBC audio channels Input: Basic GBA input delivered through PSP controls Cartridges: Currently supports up to 16MB large ROMs (32MB will not load)
    Backup: 32/64kb SRAM, 64kb flash, 512bit/8kb EEPROM

    What it lacks:

    Video: No mosaic, bitmap modes lack color effects (alpha, fades), there might be some minor inaccuracies in blending...Cycle accuracy: Very cycle innacurate; CPU is effectively very overclocked, meaning games with rampant idle loops will probably run very poorly. DMA transfers effectively happen for free (0 cycle). Please do NOT use gpSP as a first source for developing GBA homebrew,
    try No$GBA instead.Backup: 128kb flash is not currently supported.

    -- Controls --

    The control scheme is very simple and currently can not be changed.

    At the ROM selection screen:

    Up/down: navigate current selection window.
    Left/right: switch between file window and directory window. Circle/start: select current entry.
    Square: go one directory up.

    digg it

    gpSP Compatibility list (add your findings)

    Download and Give Feedback/Compatibility Reports Via Comments

    Many games including Mario are running at Full Speed and with sound, try your favourites out and report back as soon as possible

    UPDATE: I've added a version for PSP v1.50 since some people were having trouble making their own

    via exophase ...
    by Published on August 4th, 2006 03:02

    The original page is here,

    http://neocdz.hp.infoseek.co.jp/psp/cps2.html

    Here's what I could translate from the page. (My Japanese is a little rusty) If this translation is used elsewhere please give credit to me (BelmontSlayer), as this took almost 45 minutes!

    Japanese To English Tranlation

    When I first made my CPS1 emulator, the emulation of the Musashi M68000 (The core of MAME) wasn't running so good. After figuring out how the core operated I was able to emulate the remodeling of C68K. Even more suprising was that sound worked quite well!

    When i decided to try CPS2, the processing of sprites was actually easier than CPS1. Sprite proccessing is a big factor in emulation.

    The PSP has 32MB of memory, but the OS takes 8MB by itself, so only 24MB memory can be used. Because 4MB is used for the emulator, you can only use 20MB as the data area for the ROM of the game. But, memory is not enough alone. If there is no XOR table for the encoding cancellation of ROM, its not very usefull.

    I tried using sound with the emulator. As for BGM (Background Music) there is no problem, but because the SE (Sound Effects) cracks somewhat, it becomes a matter of concern. I tried lowering the volume, but it isn't solved that simply.

    Also, there are several sprites displaying strangely. This is also a problem unless it is solved.

    I tried using the same cache system as my NEOGEO emulator, and was able to move in-game. But, according to my expectations that's not good enough. Because the emulator is slowly reading the cache file, the game play very slow. The reason is that smooth animation when using sprite cache is not effective.

    The CPS2 emulation is a small advancement. But throwing out the project halfway, without a regret is kind of hard.

    My motivation is slowly declining. (NJ laughs)
    I still haven't decided if I will release this or not.

    End Of Tranlation

    So hopefully he will release the source code...But it seems as if he thinks smooth emulation isn't possible.

    -- Update --
    A test build has been posted on the website. You can download it by following the link at the top of this news article.

    Just a note, Make sure you run your rom zip though the included converter. Games will not run without the cache file. ...
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