Nice work Zx. glad to hear you still have a few tricks up your sleeve.
Thanks
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Nice work Zx. glad to hear you still have a few tricks up your sleeve.
Thanks
Man you're a coding machine!Gonna give metriod fusion a try now thanx for all the hard work,
Great job on this release! However, I have a small question. Do you know why 32MB roms will not work yet?
I have a quick question. i seen your source code for the latest version of pspvba, i wanted to try add a few things for my own personal use but i dont know how to compile it. do u think you can help me out? you said u compile your projects with makefile. could u give me a link to a direct download and mayble give me a few hints on how to comile your source code? thanx alot zx i appreciate it
Because the PSP Doesn't have enough memory to handle directly such rom ;) ... The PSP has got only 32Mb ;)Quote:
Originally Posted by MedievalManIII
The best is to ask (or to search :rolleyes:) in dedicated development PSP forum .. My makefile is standard, and you can compile pspvba if you have installed properly SDK and SDL libs.Quote:
Originally Posted by disturbed19
ZX81: Thanks for your hard, dedicated work, you crazy coding machine...:) We really appreciate the efforts you put into the homebrew scene.
Now a quick update on this latest release (1.2.3):
When playing Catlevania: Aria of Sorrow, the overlays don't work anymore. I.E. the marker on the map that shows where you are and also the transparent blue background behind text. At least I haven't found a setting where they work. They worked perfectly with 1.2.2, so I think it's an issue with this release. Either way, I'll just go back to 1.2.2 till we figure something out.
In any case, I thank you once again for spreading the joy of your hard work, ZX81...:)
DrSarcasmo
so sims 2 still not working? zx are you going to add support for large rom files?
great job zx, so let me get this right you can't play roms that are 32mb in size because the psp only has 32mb is that right? so you would be using all of the psp's memory huh and that wouldn;t be possible, so basically you cant play roms that are 32mb in size or higher
Superb, Fabulous, and Ground shattering. Splendid work ZX- 81.
May his name be remebered for years to come.
Much respect for ya, this is what I like to see.
nice i knew he didnt up hes to close to give up :D
Great work on this emulator zx. What wer your settings for fire emblem and what percent does it run at?
Cheers
Will have to try this out later! Thanks
Exactly. The PSP can run other rom types that are over 32MB , because they read from small parts of the file at a time (Like NEOGEO CDs or PS1 CDs). A GBA rom is loaded all at once, therefore 32MB roms will NOT work on a PSP.Quote:
Originally Posted by alucard001
Good job, zx-81! This just keeps on getting better and better!
WOW! after the last release I would have been in awe at just a 1% increase. But at a 5% - 6% increase I'm just floored.
zx-81 is the best!
Oh yes, I remember when PSPVBA was just a simple and slow gba emulator.
Now time has passed...
Great work zx-81. Again. Thanks :)
great work ZX and keep it up u rule
Well done zx-81 - I'm new to the world of PSPs but what you are doing makes me more and more glad I bought one :)
I'm still get a yellow screen during Castlevania, anyone know why or has this happend to anyone? its under 16mbs and im on 1.5 fw, with the latest version.. if anyone knows why or a way around this, it would help.
BelmontSlayer
"Exactly. The PSP can run other rom types that are over 32MB , because they read from small parts of the file at a time (Like NEOGEO CDs or PS1 CDs). A GBA rom is loaded all at once, therefore 32MB roms will NOT work on a PSP."
I know this isnt really the place, but didnt a dreamcast coder figure out a way past this.
ZX----your doing a great job, keep up the great work. Your dedication to this project is inspiring. Did you ever think to team up with the coder working on the deadulus project? I think it would do wonders. Havent heard much from psmonkey lately would love to see you 3 working on that!
I have firmware 1.5, how do i get this to work?! i copyed the file fw1.5 over into my game folder on my psp, and it says corrupted data?
one of the icons shouldn't be corrupt run that one...zx awesome work, can't wait to test it out :DQuote:
Originally Posted by Forsak3n
thats cuz Forsak3n did it ALL wrong..almost.
do this
1-open the 1.5 folder
2- take those TWO folder and put THEM in the game folder of your MS stick, then the Roms in the ROM folder inside __SCE__pspvba. ...that should do it, i can't make it any clearer and if u still can't figure it id suggest you check urself in for mentel illness.
j.k:D :D
I knew once he started in with kernal mode this project would really get good!! :D
yes more speed, the better
if the psp can't load 32mb roms how come daedelus
can run roms such as zelda? i mean both systems are nintendo's so you's think they'd be simular in that respect. is there no way of splitting up the roms i.e neogeo, style or is this impossible?
how about using the memcard space as virtual memory the way windows does? if this is even possible would'nt that fix the problem? i'd imagine whis would slow down things a fair bit tho.
yea why CAN deadlus run roms over 16 megs..weird. good question though, Zx?
StrmnNrmn has spent a lot of time working on a dynamic recompiler or (dynarec), That loads the roms differently, instead of loading the entire rom in daedalus It only steams over the parts of the file thats its currently using, However to create a dynamic recompiler takes a lot of time, And doesnt always mean in the long run, that it will benifit over all emulation performance. You see. The psp only has 32 megs of upper memory to work with.Quote:
Originally Posted by Dementia7
Therefore having the emu loaded into that upper memory. plus a 32 meg rom is impossible without useing some sort of dynamic recompilation.
that explains it. how about the virtual memory idea then, shadowprophet? if it was possible would'nt it be possible to use the full 32mb memory for emulation and load the entire rom in virtual memory? i know this would be slower but the roms aren't that big anyway?
Personally, Ive always wondered, Why the homebrew scene doesnt use use disk images and load them. It seems very simple to me, that one could use the currently frowned upon technology in perfectly legal ways, just create the emu, and a program to make disk images for that app with it, and allow one to create a disk image of that emu with with whatever roms they wanted, and one could use a loader to play them legaly.. Oh well go figure. But anyway, i think that kind of talk isnt allowed here even if you mean in it perfectly legal terms, So im just gonna be quiet now.Quote:
Originally Posted by mcvader
thats a good idea :D now let me zip my lips;)
i think that kind of talk isnt allowed here even if you mean in it perfectly legal terms, So im just gonna be quiet now.
I thought you were one of the people who made the rules,lol
The rules where established long before this new generation of staff came along, we just enforce them, We didn't create them :cool:Quote:
Originally Posted by mcvader
I just wanted to post this here also I posted this in the suggestion thread but wanted to make sure it's seen as it may be the same issue.
Ok in Mario and Luigi Super Star Saga there is a horrible flickering in the intro when the evil people are walking down the carpet to greet the princess and steal her voice. Anyway's I remembered this post by StrmnNrmn about Daedalus and Paper Mario. I wonder if this game is doing the same thing hence the horrible flicker
Quote:
Firstly, I managed to fix the horrible flickering that happened when running various roms (Paper Mario was a good example). It turned out that I was making an assumption that roms executed exactly one display list per frame. I assumed that each display list would clear the screen, render everything, and then wait for the screen to flip. As it turns out, some roms execute multiple display lists per frame. In the case of Paper Mario it executes 2 display lists per frame (one which clears the screen, then another which renders everything). By making sure that I only flip after the second display list executes, I avoid the flickering (the actual solution is a little more involved but this is the general idea).
And once again we get taken down by the MAN. hahah
So 32mb rom can't be read because of the limits of the psp..
A dynamic recompiler would be too much..
How about something that splits the rom in two parts? gba rom are kinda small so if it was possible to load half a time (like first 16mb at the start and the other half when it was needed) maybe..? I'm no expert so bear with my noob questions.
It's of course possible to add virtual memory handler in PSPVBA, but performance won't be good :( ... Anyway i will try to do it in futur version ;).Quote:
Originally Posted by mcvader
yay!:D crud i have a 2.6 :(