Originally Posted by NJ
Since it's very likely that there'll be a major change in the implementation, I'm keeping this as a test version for the time being.
Just don't hate me if I give up on it along the way.
I've fixed several major bugs.
I've updated rominfo.dat so don't forget to update.
I'll be doing fine-tuning and minor bug fixes, so as long as there are no fatal bugs, I don't plan on updating this for the time being. Other than the cache portion, at it's current state, it's been optimized as much as possible, so I'll try a few things but if it looks like it can't be further improved, I may end it here.
-Fixed the sound. I think it's gotten quite a bit better.
-Made it so that the video and sound settings are saved for each game. Since all of the settings are initialized on launch, don't forget to make your settings again.
-Made it so that the screen size is 24:17 by default (since the screen display for both vertical and horizontal games is shrunk and gets messed up when it's 4:3). Further, the screen is only enlarged at 24:17 for vertical games.
-Changed the inital button values for Quiz Nanairo Dreams (qdream). (swapped Button 2 and 3, and allocated L trigger for player switching)
-Fixed the cache handling of ssf2tb as well as ssf2t clone sets.
Since the parent set is ssf2, when you have the ssf2 cache, that set is read in and there was a problem with a portion of the BG not being displayed, I performed a fix. The effected games are below.
parent set: ssf2tb
ssf2tbr1 Super Street Fighter II: The Tournament Battle (World 930911)
ssf2tbj Super Street Fighter II: The Tournament Battle (Japan 930911)
parent set: ssf2t
ssf2ta Super Street Fighter II Turbo (Asia 940223)
ssf2tu Super Street Fighter II Turbo (US 940323)
ssf2tur1 Super Street Fighter II Turbo (US 940223)
ssf2xj Super Street Fighter II X: Grand Master Challenge (Japan 940223)
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Since it's a hassle, I haven't made one, but if you construct zipnamej.dat in the same manner as the CPS1 Emulator, and copy it along with the resource_jp.zip folder that comes with CPS1PSP to the cps2psp folder, Japanese is displayed in the file browser.
If you're interested, give it a try.
Performing a QSOUND check on Vampire Hunter, there were a few tracks where the sound was funny. Something like, Continue, Dimitri's Stage, Anakaris Stage, and Felicia's stage.
addendum 1: When at 44100Hz, for some reason it's fine... Hmm.
addendum 2: Even in MAME it sounds funny when you change the sample rate. Looks like it's a bug with the QSOUND emulator.
addendum 3: It looks like other emulators which use the base AMUSE QSOUND emulator are all bad. I'll try out a different MAME QSOUND emulator.
addendum 4: I've become even more tone-deaf (ha ha) Hmmmm, what's going on
addendum 5: I've completed the fix for the time being... I've got a feeling that it's meaningless to playback at 11KHz or 22KHz.
Plans from here on
-Adjust the sound volume. It's kind of all over the place in some games.
-Fix drawing bugs and do a final adjustment
-Change the texture region size for each game to an optimal value
Since I've got to check them all, this will take a while.
-Change the memory cache for each game to an optimized format
This is also going to take some time.
About the ROM set
The ROM files are based on MAME 0.106 and later.
For older MAME ROM set's and other emulators sets, you need to fix the zip file name. Basically, all encrytpted ROMs that have been unencrypted will run. Encrypted ROMS that haven't been unencrypted are displayed in grey in the file browser. If it's not displayed in grey but won't operate, then the ROM set in different from MAME's.
With one exception. It looks like choko will launch in MAME, but I've made it so that it won't launch in this emulator.
Reasons why CPS2 emulation is difficult on the PSP
Basically, there's no where near enough memory.
It would've been fine if only there wasn't a XOR table for breaking the ROM encrytion. The PSP has 32MB of memory built in, however since 8MB is used by the PSP's OS, etc..., in reality you can only use 24MB. Since around 4MB is used by the program's portion, it's only feasible to use about 20MB for the ROM's data partition.
...If only there were an additional 32MB, or at least 24MB, it'd be sooo easy.
There's also not enough VRAM.
In only 4MB, you need to allocate space for the display frame, drawing frame, and composition frame as well as allocating space for textures for sprites. So, it's pushing it just allocating space for the frame being currently drawn and you can't allocate memory for cache. Even still, you can construct a virtual frame in main memory for screen compositing (same methoud as MAME and other emulators for Windows), but then the speed only drops more than the current state.
Finally, there's the CPU processing power.
But since the drawing power is fairly good, I'm using that to cover the overall speed.