hi
this emu crashes on my 2.60 / ta-082 psp, using eboot loader "kriek" edition, it simply runs and it shows the menu but if yuo press a key it crashes with an "bus error" how comes??? i'm the only one or do the eboot has a fixed path???
Thanks zx-81, you are the psp man!![]()
hi
this emu crashes on my 2.60 / ta-082 psp, using eboot loader "kriek" edition, it simply runs and it shows the menu but if yuo press a key it crashes with an "bus error" how comes??? i'm the only one or do the eboot has a fixed path???
downgrade that thing already.
i have about 516 roms in the same folder running at 60fts and havent had a problem yet. maybe my roms are different?? dont know... they do not have the extension a26 and the names are short and no spaces....maybe that helps...e.g.
ROADRUNR
RIVRAID2
BUGSBUN
btw....excellent emulator ZX...thanks alot and keep it up man...youre one of the greatest!!!
when i try to exit using the home button it freezes and all i see is "please wait"...then i have to reset the psp...
Hey ZX...sorry I PM'd you but after the 2600 dropped of the news page I can't find where the discussion went. The like an Idiot I remembered It would be listed on the emu section of the page.![]()
Let me start with of course,I have no clue how you do what you do or so fast at that...but it is appreciated.
I don't tknow how these emulators work enough to know their limitations etc.
But I had a thought....
For the flicker problem on the 2600.
If the emulator can run at 60 FPS...and we were watching it on our TV's on the real thing at an interlaced 30 FPS....
Would it be possible to make the emu have a 30/60 mode where it combined 2 frames at a time and ran that at 30 FPS?
Either by way of interlacing or just plain combining the two frames? Doing so should thoretically eliminate flicker and allow all objects to appear and should still run rather close if not normal speed?
Hope that sparks an idea...but it seems to me..if that was workable and the sound was fixed along with control swap..(paddle support would be nice but usually are impractical without real paddles) then the emu would be perfect as it seems to run all the games already.
It does amaze me at how well you port something!
in one port you've exceeded the 2 version's previously done. I knew you could do it based on your other ports quality and ease of use and thank you so much. You bring back lot's of memories to us all.
That's what i've done, and it works great. In newer emulator version, they (Stella team) develop such a feature (They call it Phosphor render), and it takes two frames to draw the current one.Originally Posted by Poem58
What i've done, is 3 kinds of methods, the first was the one i've found for Asteroid, the background is black, and using a simple comparison, i can merge two frames to do the new one, and it works great.
Another method consist of computing an average color for each pixel, using the two frames (the current one, and the previous one).
The third method consist of using a pre-computed tables, to compute a "phosphor" color using the two presious frames.
Thus, all those methods will be available in the new version, i plan to release this evenning (if everything is going alright).
I've merge the change from the Stella v2.0 beta 1 and the Stella v2.2 in psp2600 (it was not so easy because there were many divergences in the code). Anyway, i've succeed to do it, and the paddle is supported in v2.2, so psp2600 is now able to use the paddle (i've modified the psp part, to use left/right keys of the PSP as paddle, and i've put some new settings for the paddle speed etc ...Originally Posted by Poem58
I've also fixed the bug for the roms folder, when it contains many roms.
I'm working now on the sound part to translat 33k smaple in 44k ... I cross fingers, but it's not too hard to do, and it can be an option if the sound is not so good.
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