Kernal versions. If someone needs normal versions let me know...
Cheers mate!
I have all versions coming up with normal and kernel eboots as well as both flavors being compiled with optimization set to 2 and 3. Report back to see if there is a compatibility issue as optimization 2 should give a little boost though we are only talking a small boost.....
When I code I always try to keep my optimizations set to 2 as the app does get a significant boost (1~3 fps constant). If an application can't be run with an optimization of 2 then some effort should go into why its not happening or crashing.
P.S.
Grit I hope u take no offense to my offering here. I was only trying to see if there were differences instability setting the optimization levels to 2.
How about trying to import other systems into his emulator such as CAVE?
There are other arcade machines that utilize the m68000/z80 chips.
Is it possible to emulate Yu Suzuki's classics like Outrun and Space Harrier?...That would be great.;)
Thanks NJ for the great emulators and the constant improvements and updates and thanks for those who compile the latest eboots giving us a chance to sample the improvements. I look forward to the version 1.65 that will be released in a few hours of this post haha.
Edit: I have just noticed that even at 266MHZ some games are playable (especially with tweaked settings). This emulator is part of the reason why I purchased another 4GB Sandisk recently. Along with Scummmvm, Snes, GBC, gpSP (GBA) Neo CD and Sega, CPS1 and CPS 2 means my Psp will never get boring ever!!
It doesn't even feel like an emulator anymore because it plays so smoothly.
I know this may sound noobish...but what's the difference between normal mode and kernel mode? I'm on 2.71 SE-C...so I don't know which version to download.
Thats cool that you're compiling these sources and all but why are you tinkering with the supported roms? Optimization is one thing but your deliberately keeping out the one rom NJ brought into these sources.........Hyper Street Fighter 2 Anniversary.
The driver is in the source and NJ clearly mentions it. This is why we even needed binary's in the first place.
whats up Samurai X?
This was figured out by dario888 at maxconsole and I'm testing for a long time and others reported that this is true for them too:
-The cause of the MetalSlug4 crash at the bike part is the use of granades.
-Try the bike part without using granades and you will have not a single crash!! :D
I wonder if this is fixable... :confused:
Any ideas??
The only thing I've touched is the optimizations of the compilation which is in the makefile. He's sources have not been touched. Perhaps I wasn't clear enough??? But I have not touched his code and if something doesn't work its because it doesn't work and thats that.
I've included both in the last compilation his original optimization of 3 and having it set to 2. So I have no idea what your are talking about and I guess if you want something compiled now then do it yourself.
I will compile mine at 2 since it seems to run sightly smoother and you can compile yours at 3 (NJ's default).
Which would suggest that when compiled as a Debug instead of released then it might work?
Hmmm.... let me try to compile as a Debug build and see. I have seen instance in the past where a small typo in an array would cause a debug build to run but when compiled as a release build it would crash or run abnormally.
Yep I was right...... But I will not release this as this is not approved by NJ. But if you have the sources and are able to compile them. Then comment out the following line in the makefile....
#RELEASE = 1
Fookin ell, is that screen shot running on the psp?
Well he did release a new source today.... lets see if some fixes has taken place. Perhaps it will work in KERNEL mode now and compiled as a release?
**Updated**
Nope Still seems it will only work with debug mode. Sorry People.
sorry if i sound ignorant but... does this mean you won't be compiling NJ's sources anymore sam x?
Thats correct. Certain someone 'N3oGhozt' is blaming me for intentionally breaking this fine emulator. Then releasing it. While I didn't mind compiling it for others I will no longer. There are plenty of others here that are capable of doing it. Lastly, since NJ doesn't release his source in debug mode neither will I. Unless he was to grant it.
LOL, it's fine to blame me for your decisions but I never said you "Broke" anything. From my understanding, the reason these new releases from NJ were SOURCE only was so people could compile for themselves and run Hyper SF A as he did not want to release a binary which included that title (3 year rule?). I actually said it was cool that you did the optimizations, etc was just wondering why that game support was taken out in your builds.
Grit understood what I was asking and it became clear several posts later between the two of you as you discovered a method to run HSF2A.
Again, decide what you will but understand that I never told you that you were messing up or breaking NJ's source. All I wanted to know was what the deal was with HSF2A.
Beyond that, I thought you might be able to import support for other games using NJs source as mentioned on several posts and even a PM I sent you. So I don't know why you think I'm attacking you, I was actually thinking you might actually be able to extend the rom support beyond CPS1,2 and MVS since clearly you know what you are doing.
:thumbup:
Perhaps I misunderstood your post. This is starting to make sense as well..... That is why he has stopped releasing bin........ for the implications that might come from releasing a emu that supports newer games. Well then..... that would also explain why he has intentionally given out instructions to install PSPSDK on Windows for personal compilations.
This means I too could get in trouble legally if I were too release a bin (compiled in DEBUG mode) that supports the newer games.
Why won't NJ release his emulators already compiled like he used to?
My bum 2-3 yrs rulez. Some1 from Mame set this st00pid rulez just to get them out of trouble? Oh wait, isnt it the copyright law protect the IP sumthin like 80 yrs? Sorry am drunk. :P
Erm btw, how to compile urself? is it easy? what do i need? sorry am no programmer, but a drunkman. :P
Ahh, thats such a shame that we are not going to see this fantastic game running on our PSP's. :(
My jaw dropped when you said the screens you posted were for the PSP! lol
Thanks anyway for your time in compiling and posting the latest source of NJ's emulators! :) I tried the two CPS2 kernel ones you posted, but I cant really see a major difference between optimization settings for 2 and 3? ...its all good though.
Knowing how NJ is by the weekend we'll be upto version 2.0! lol:D
Yeah at this rate he will be releasing nearly asmany updates as sony themselves, lol :rofl:
I'm still using 1.30 lol. Is this version just as fast?
Just so people know. his latest version njemu_source_20061222.zip is out but it seems to have issues with pspdev.org/PSPSDK. So I figured I'd give PSPDEVWin32 a try and believe me..... This was the easiest install ever!!!! Takes less then 3 minutes to install 1 change to the pspdev.bat file and your done.
For the ones that are interested in his emulators you must give it a try! You will be compiling in no time!
Oh and here is the google translation for installing... But there was nothing to click on except next all the way until finish.
http://translate.google.com/translat...language_tools
The 1 change you have to pspdev.bat is
toCode:set PATH=%PATH%;%PSPDEV%/bin
Code:set PATH=%PSPDEV%/bin;%PATH%
and your done!
then unzip nj emulator and with the dos command prompt go to where you unzipped it and type these exact words:
Compile
CleanUpCode:make
Code:make clean
Thats it!
You can download the latest PSPDEVWin32 from here http://www.xorloser.com/
Thanks SamuraiX, I will try to do it myself and it should be usefull too for some other homebrews. I have some questions about this if you don't mind:
- After having read a lot of homebrew readmes (changelogs especially) I wonder if they usually benefit being recompiled with the latest version of the compilation tool, I mean a better execution speed or a better stability.
- Is the make clean step mandatory ? NJ doesn't mention it in the translated web page. I had to recompile a linux kernel a long time ago so now I'm more confused about this than anything. Shouldn't this step being done before the make step ? Can I compile several times let's say CPS2 with the same sources files or should I unzip the archive for each compilation ?
- Last one, is the optimisation flag you referred to in this line "CFLAGS = -O3 " ?
Thanks by advance for your answers, I've tried and at least it produced a working EBOOT, that's a good start hehe.
In general yes. The pspsdk is always being upgraded and standardizing functions. For example they standardize this one function that gives you 4MBytes of extra memory that was reserved for the OS. Well since I don't use sleep mode in my applications I certainly used the memory for other things.
1. The only time you need to do a make clean is if you change a header file or something within the makefile. Then I recommend doing a make clean prior to a make.
2. yes, you can compile your stuff as many times as you want. If you make no changes to the source files *.C or *.H they will always produce the same eboot.
Yep thats the one.
Just a quick note to let you know that NJ has kindly fixed the Metal Slug 4 crash, moving MVSPSP to the state of perfection! :D
Tested the bike part for about 15 times without a single crash.
(Thank you for your patience with my reports, NJ.)
Download lastest source and compile MVS, now at 1.63.1. This is the Final incarnation of this emu.
Also CPS1/CPS2 are now at 1.64.5.
[QUOTE=grit;307559]Just a quick note to let you know that NJ has kindly fixed the Metal Slug 4 crash, moving MVSPSP to the state of perfection! :D
Tested the bike part for about 15 times without a single crash.
Excellent! I'm rubbish with trying to compile these source code things. Any chance of someone compiling and putting these up? I had problems with Progear on the last compile as it just crashed on the launch screen so I don't trust myself.
Thanks all!
Even using that pspdevwin32 i still get the syntax error when compiling.
G:\pspdev\njemu>make
Making object tree...
The syntax of the command is incorrect.
make: *** [obj_cps2/common] Error 1
Hi, I attached the compiled eboots from njemu_source_20061222. All of them are kernel version with both standard and optimised builds.
I tested all of them for booting and launching one game. Progear works for CPS2 but unfortunately I don't have Metal slug 4 or the Street fighter mentionned earlier so I don't know if they work properly.
As I'm posting I see that NJ updated the sources as 20061223.
Thanks SamuraiX for your answers, that was indeed easier than it seemed hehe.