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  • blackrave

    by Published on July 21st, 2007 18:25

    We can expect a new PS3 firmware coming out next week. Features are not confirmed as of yet, but rumours and speculations suggest this list:

    *Network*
    - HTML has been added under network allowing users to view HTML documents saved on the PS3 HDD.

    - Save HTML has been added as an option in the PS3 web browser. allowing users to save the source of the document to there PS3 HDD.

    - Priority can now be set to Background downloading. allowing you to changes the order of when a download is active.

    *Picture*
    - New Sideshow Option [Effects Show] added.
    - Picture Options added [Black&White, Old, Worn, Overexposed] added under the options menu.
    - Animated GIF Image support added.

    *Music*
    - Added Graphic Equalizer added under Music Options menu. all 7.1 channels are configurable independently.

    *Settings*
    - Keyboard Mapping has been added to the sections Keyboard section of settings. shortcuts such as the disk in drive, or a particular game can be set to a shortcut on the keyboard with a key not currently in use.

    Source: GamersCreed (seems to be down at the moment).

    So what do you think? Are you missing anything? Think the list is promising? ...
    by Published on June 10th, 2007 17:13

    Moments ago, StrmnNrmn posted some really exciting news about Daedalus. Here's a direct quote:

    This is just a quick update to let everyone know I've finally figured out why the dynarec wasn't working in Super Smash Bros. The problem has taken a lot longer to identify than I'd hoped - in part because it was a particularly tricky bug but also because I've not had as much time to work on Daedalus recently as I would have liked.

    Anyway, I managed to spend a few hours this weekend isolating the problem, and after a little experimentation I've been able to come up with a temporary workaround. With the fix in place SSB is running at around 30-40fps in game on the PSP, which is very exciting.

    Now that I've identified the problem my next job is to come up with a permanent, robust solution to help fix similar problems in other roms. I also want to add some improved checks in the debug build to help spot other situations where this problem arises.

    For those that are interested I'll post an update shortly (within the next day or so) with some of the technical details.

    -StrmnNrmn

    Great news, good luck! ...
    by Published on May 29th, 2007 22:54

    A small update from StrmnNrmn's blog.

    It's been a couple of weeks since the last update. As people tend to get a bit nervous when I don't update regularly, I just wanted to let everyone know that I'm ok and still thinking about getting R12 ready

    I'm still in the middle of looking at fixing the various dynarec bugs which are keeping Super Smash Bros from working with Dynarec enabled. I've not made as much progress as I would have liked since the last post, as I've been very busy with work and various other commitments. Hopefully I should get a bit more time to work on R12 from the end of this week. I'll post an update as soon as I have more news to report on.

    -StrmnNrmn

    Take your time, StrmnNrmn. We're rooting for you. ...
    by Published on May 21st, 2007 22:08

    2alien.info

    New preview version of the great XMB plugin for OE custom firmwares is out. It doesn't have any changelog, but it probably has some bug fixes, added compatibility and perhaps new features.

    To enable, add the text from vsh.txt and game.txt in the archive to the same files in ms0:/seplugins and extract the SCEP folder to the root of the memory stick, then enable from the recovery menu. Press Select to access the SCEP-XMB menu when in the XMB.

    Download SCEP-XMB 1.7 Preview 03 via the attachment. ...
    by Published on May 10th, 2007 22:37

    StrmnNrmn has posted the fourth update post in 24 hours, this time with even greater news:

    Ok, I know the last thing I said yesterday was:


    Anyway, given the work involved Goldeneye isn't an immediate priority, but I am thinking about it.


    I couldn't quite resist having a quick hack to see if I could get Goldeneye working using the third method I outlined. It turned out to be relatively painless to crowbar in the required changes, and I'm pleased to say that I've managed to get Goldeneye booting again!

    With the changes, Daedalus now dynamically pages the Goldeneye ROM into the PSP's RAM so that it no longer requires a free 12 MiB. I now check the instruction pointer on every instruction fetch in the interpretive core*, and raise a TLB Read Miss exception if required. If this happens, it causes Goldeneye's exception handler to realise that the required code isn't in memory, and to load it in from ROM before continuing execution.

    So here are the first screenshots of Goldeneye running under Daedalus R12 - you can see there are a handful of graphical glitches to sort out, particularly on the main menu:











    Not bad for an hour's work!

    There's still quite a long way to go though. Firstly, I can still only get the rom running with dynarec disabled on the PSP, so the framerate is currently just 6-7 fps. Interestingly it runs fine with dynarec on the PC with the same set of changes, so this indicates a bug somewhere in the PSP dynarec implementation. Secondly, I've not been able to get in-game yet - it just seems to hang with a black screen shortly after starting to load the level. I've not figured out whether this is just running very slowly without dynarec and taking its time, or if there's another bug to be fixed somewhere.

    Getting the rom booting is a great first step though - it can only continue to improve from here

    -StrmnNrmn

    *I probably want to tidy things up to avoid doing this for most other roms as it can be quite expensive - especially if dynarec is disabled.

    Don't forget to leave a thank-you comment at StrmnNrmn's blog! Fantastic work! ...
    by Published on May 9th, 2007 23:34

    Yet another great update from StrmnNrmn's blog:

    While I'm at it with the blog updates, I also invesitgated why Goldeneye no longer works in Daedalus (it did run with some of the very early releases, but stopped working some time ago.)

    Goldeneye is quite an unusual game in that it's one of the few titles that executes code from virtual memory. I'm not sure exactly why it does this, but I suspect that it's to allow it to free up as much RAM as possible. It sets up a virtual memory range for the code, and pages in chunks of data to physical RAM as required (i.e. on TLB miss exceptions). I guess this means that it can just keep a few dozen KiB of code in RAM at a time, rather than the entire code segment.

    Anway, emulating this accurately is incredibly slow - for every instruction that is executed, the emulator needs to check whether the instruction fetch would cause a TLB miss exception, and if so invoke the N64's exception handler. This is quite a time consuming process, so I tend to cheat and assume that the instruction pointer is in physical memory.

    To get around this problem with Goldenye, I set up a couple of bogus entries in Daedalus' memory map that point directly to the correct region in the ROM image. In a way it's as if the N64 has a much larger TLB, and all the pages are permenantly mapped.

    Normally (i.e. on the PC version of Daedalus) this all works fine. The problem as far as the PSP version is concerned is that the rom (all 12 MiB for Goldeneye) must be permenantly loaded into memory, and there just [url=http://strmnnrmn.blogspot.com/2007/03/look-inside-daedalus.htmlisn't enough memory[/url] left to do this anymore. As most N64 roms are simply far too large to fit in the PSP's RAM, I have to page chunks in from the memory stick on demand (pretty similar to what Goldeneye was doing on the N64 really )

    So, there are a few possibilities for getting Goldeneye to work:


    • Permenantly disable dynarec for Goldeneye, and reuse the dynarec buffers (6MiB) the expansion pak (unneeded anyway, 4MiB) and anything else I can scavenge, to fit the rom in a contiguous block in memory.
    • Investigate a way of getting the memory-mapping hack to work with rom caching.
    • Re-examine how I handle TLB miss exceptions for instruction fetches, and implement them correctly.



    Of all of these, the first solution is probably the easiest, but it's a bit hacky (I'd have to allocate a 12 MiB for Goldeneye at startup, and carve this up for different subsystems if other roms were run).

    The second solution is a bit less horrible, but I'm still not sure it's possible without checking the instruction pointer for every instruction that's executed (and paging in chunks of ROM as required).

    That leaves the third solution which is probably the most work, but I think will be the most stable solution in the long run. It may also help a few other roms that are using similar techniques to Goldeneye to run correctly. If I can get it to work in conjunction with the current dynarec implementation, it shouldn't even be any slower than the current hack that's in place.

    Anyway, given the work involved Goldeneye isn't an immediate priority, but I am thinking about it.

    -StrmnNrmn

    All these updates should keep us satisfied for some time. ...
    by Published on May 9th, 2007 23:09

    Another update from StrmnNrmn's blog:

    As a few people have pointed out on the R11 release comments page, I broke the HUD in Mario 64 in R11

    I investigated a little, and it turns out it was due to a tiny change I made sometime on Saturday. Basically I changed the alpha threshold test from >= to >, and so nothing with an alpha of 0 is ever rendered. This shouldn't be an issue, except for the bizarre render states that Mario sets up to render its HUD.

    I don't think this is a too significant issue as Mario is just as playable in R10. I'd rather release R12 a little early to fix this than mess around releasing an R11b version or whatnot. We'll see how things go with the SSB work.

    -StrmnNrmn
    ...
    by Published on May 9th, 2007 23:03

    StrmnNrmn just posted this news about progress for Daedalus:

    As I mentioned on Sunday, my main focus for R12 is to fix whatever's causing the dynarec to hang with SSB, but to start with I've spent a little time looking into fixing some of the graphical issues plaguing Super Smash Bros.

    In the end I fixed four or five separate problems which were all causing quite significant glitches.

    The first bug was that I was assuming that the fixed-point texture coordinates specified in the TexRect (i.e. 2d textured rectangle) commands were unsigned. It turns out that they're actually signed - SSB just happens to be one of the few roms that ever specifies negative values.

    The next issue was that I was ignoring the RDP tile* mask parameters, and assuming that the tile width and height always defined the extents for both wrapping and clamping. As it turns out, the mask values (if set) define how many bits from the texture coordinate to accept - all the other bits from the texture coordinate are ignored. This means that if a tile defines a mask of 5, the texture will wrap every 2^5, or 32 texels. What's quite interesting about the N64 is that it lets you define different limit for clamping than for wrapping. For instance, you can wrap every 32 texels, but clamp the texture to a coordinate of 100 (i.e. after the texture has repeated 3 and a bit times.) It turns out this is exactly what SSB was doing.

    A related issue was that as the PSP only supports textures with power-of-2 dimensions, I have to pad out non-power-of-2 textures from the n64 with empty space. As I was assuming that the n64 always clamped at power of 2 boundaries, it meant that the PSP occasionally displayed texels from bits of the texture that I hadn't initialised. To get around this I just manually repeat the last column/row of the texture when converting it on the PSP.

    Another issue I fixed was relating to how I handled 'swizzled'** textures that were not an even number of texels. In the second screenshot on the left below, you can see a fringe of corrupt pixels down the right-hand side of each character's icon. This was due to me not correctly handling all of the texels the swizzled rows, but it only happened when the rows were not a multiple of 8 bytes (in the example below, the textures were 30x32 texels at 16bpp). Again, this is something SSB does that I've not seen in other roms.

    I fixed a bug relating to how I was recolouring textures. In order to support some of the N64's more complex combiner modes on the PSP, I need to replace the RGB channels of a texture while maintaining the existing alpha channel. As it turns out, I wasn't handling this correctly for textures that weren't a power of 2. This is what is messing up the black background behind the 'Super Smash Bros' text on the first screenshot. Whoops.

    Wow! That's quite a few bugs! Here's a few screenshots, with SSB running in R11 on the left, and the R12 work-in-progress on the right:







    What's quite nice is that even though I've been fixing these with SSB in mind, there are likely to be lots of other roms which I've not tested that are relying on the same behaviour.

    Graphically SSB is looking pretty slick, so now it's on to chasing down that dynarec bug

    -StrmnNrmn

    * The RDP has 8 tile attribute descriptors, which are used to tell the RDP how to interpret the data loaded into it's 4KiB of texture memory. They define properties such as the tile's format, width, height and whether to clamp or wrap and so on.

    ** On the N64, all odd rows in a texture have pairs of texels alternated (or more precisely pairs of 4-bytes of data.) The reason for this is that the N64's texture memory is composed of two separate banks of 2KiB, and organising texels like this allows for multiple texels to be accessed simultaneously when sampling from the texture. I use the term 'swizzled' loosely as it's quite a different process than swizzled textures on modern consoles (such as the PSP and the Xbox (see page 28)), even if it is performed for similar reasons.

    The best of luck to you, StrmnNrmn! ...
    by Published on April 17th, 2007 19:21

    Welltall has updated CWCheat for PSP to support FW 3.30 OE-A,

    Heres whats new:

    0.1.7 REV. A RELEASE
    -added again devhook support
    -now the waiting time for opening the menu is always respected
    -corrected the description of the settings menu
    -adresses were the ram dump is allocated aren't checked by the diff search
    -added support for 3.30OE
    -fixed the functions used by the remapsp macro function
    -fixed a little glitch which let the user select upper options in the diff search function
    after the search

    Download and Give Feedback Via Comments ...
    by Published on April 15th, 2007 21:32

    Via Dark_AleX

    Dark_AleX has yet again released another great custom firmware for the PSP, and again supporting the latest official firmware from Sony, combined with homebrew! Read the readme for installation instructions.

    Changelog:

    - Updated from psp firmware 3.10 to 3.30
    - Fixed a bug that could have caused inestability in 3.10 OE after recovering from sleep mode.
    - Patched a protection that prevents the firmware to load higher firmware modules.


    popsloader note: it won't work on 3.30 OE due to sony rearranging again the module list of pspbtcnf_pops.
    (thanks sony for destroying my backwards compatibility again ¬¬ ).
    I'll make a new version one of these days to support all current pops in 3.30 OE, 3.10 OE and
    maybe 3.03 OE-C.


    Download via attachment and comment!

    NOTE: Some people seem to think that POPS doesn't work in this version. This is NOT the case. It's just the popsloader for loading 3.00-3.10 POPS that doesn't work. Dark_AleX is working on a new POPSloader. ...
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