Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 5 latest SVN builds:
+ Added logging of content from UMD_DATA.BIN. Preparing the introduction of a unique UMD ID.
+ Fixed video command BBOX: weights (bones) can be used for the BBOX vertices. This might fix applications where 3D graphics are missing.
+ Clear the vertex cache and clean-up the VideoEngine when changing the video settings.
+ Added tests for volume in sceAudioOutput2OutputBlocking to sound.prx test application.
+ Fixed volume handling in sceAudioSRCOutputBlocking and sceAudioOutput2. Based on tests on a PSP.
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
+ Added new VFPU test sequence from "Rush - USA - ULUS10174 " in vfputest.pbp. Jpcsp implementation in r3083 was correct.
Thank you to nash67 for providing the log files.
+ Improved timing of sceIoIoctl.
+ Implemented results from new vfputest: added support for vfpu register index >= 64 in vector-4 instructions (.q).
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
*** r2982:
Implemented sceRtcConvertUtcToLocalTime and sceRtcConvertLocalTimeToUTC
*** r2981:
Better detection of code that has to be recompiled for "ICACHE HIT INVALIDATE" instruction.
*** r2980:
Fixed sceKernelSignalSema:
- check for ERROR_KERNEL_SEMA_OVERFLOW
- allow to release multiple threads (e.g. with signal=2) for a sema having maxCount=1.
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
*** r2911:
Removed the error "Unhandled alpha blend src used 11": this is interpreted as an ALPHA_FIX (value 10) by the PSP. Tested using 3DStudio. Reported by Itaru for "Heroes Phantasia".
*** r2910:
Added test of unknown blend src/dst values in 3D Studio.
*** r2909:
Reverted part of r2908: was sometimes causing voice to repeat forever.
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
*** r2758:
Fixed scePsmfPlayerGetVideoData: do not return an error when the end of the MPEG has been reached.
*** r2754:
Reverted part of r2351: some games use explicitly mipmaps with incorrect sizes to store different images.
*** r2752:
Added sceFpu module. Avoid error "Tried to register a second handler for NID 0x..."
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
*** r2595:
Network code clean-up to better split the 2 Adhoc implementations (Jpcsp native and PRO Online)
*** r2594:
Implemented draft functions from sceParseUri, sceHttp: an URL can now be retrieved through sceHttp
*** r2593:
Fix in network: update the peer timestamp also when receiving a Matching message.
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
r2552 - Improvement in ELF Loader: support program sections of length 0
r2551 - Improved compilation of SB and SH instructions: compilerPerf.pbp is showing a small performance improvement.
r2550 - No SVN build. Improved performance of UmdBrowser on slow computers. The param.sfo and ICON0.PNG are now cached under tmp/UmdBrowserCache and not read from the ISO/CSO at each restart of Jpcsp.
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
SVN r2500
-------------
+More progress on adhoc networking: implemented sceNetAdhocMatchingSendData, sceNetAdhocMatchingGetHelloOpt, sceNetAdhocMatchingSetHelloOpt, sceNetAdhocctlConnect, sceNetAdhocctlGetPeerList.
+ Still only communicating between two Jpcsp, not a real PSP.
SVN r2499:
-------------
+Implemented a lot of missing CW cheat codes.
SVN r2498:
-------------
+ Fixed NullPointerException raised in ClassSpecializer when enabling the software rendering.
+ The java compiler used by ant for the build distribution is not producing the same code as the java compiler started from my eclipse workbench: eclipse was generating only TABLESWITCH instructions whereas ant is generating LOOKUPSWITCH instructions!
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
r2459 - Software rendering:
- new finding: depth buffer is only updated when the GU_DEPTH_TEST flag is enabled (tested with 3DStudio).
- use of Rasterizer also for 2D triangle (faster)
- small optimizations
- added new statistics to better identify bottlenecks
r2458 - Small performance improvement in software rendering: avoid unnecessary texture clipping when the wrap mode "repeat" is enabled.
r2457 - Further improvements in the software rendering:
- added support for compressed textures
- small performance improvement to early detect primitive being culled or clipped
- added support for 3D sprite rendering
- small fixes
Jpcsp is the most advanced PlayStation Portable emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing.
Here's the changelog from 3 latest SVN builds:
Improvement of the software renderer:
- improved texture mapping
- apply the perspective correction while mapping a texture to a 3D triangle
- implemented bounding box
- improved performance for rendering of triangles
- implemented skinning (bones)
- implemented triangle culling
- implemented all texture mappings
- implemented texture wrapping
This implementation is still disabled. Lighting model is missing.
Expect a first release soon.
D PSP Emulator SVN r300 is released. D PSP Emulator is a PlayStation Portable (PSP) emulator for PC made in D programming language. At the moment can run some simple homebrew. It doesn't load any comercial game at this stage.
D PSP Emulator SVN Changelog:
r290
- Fixed sceKernelWaitThreadEnd(CB) + Unittesting
- Fixed??! sceCtrlReadBufferPositive and sceCtrlReadLatch + Unittesting
r291
- Stop all the emulator when an error rises. @TODO CHECK! It loses the exception
launched?
- Minor changes and refactorings
- Changed the way sceCtrl waits for a frame. Still not accurate.
- Some changes and fixes on IoFileMgr_FilesAsync
- Implemented some more NIDs
- More changes and fixes on ThreadMan
- Disabled/Enabled all threads on sceKernelCpuSuspendIntr/sceKernelCpuResumeIntr
still have to check if it works as expected.
- Fixed sceKernelLibcClock
- Fixed PspLibDoc singleton (not used __gshared; was Thread Local Storage)
- Added and fixed tests for module loading
- More tests
r292
- Implemented simple voices on sasCore (still has some issues)
- Implemented sceAudio.sceAudioSRCOutputBlocking
- Minor changes and refactorings
r293
- Updated to D v2.054
- Fixed some issues and cleanups
- SwitchGen is now faster (probably MUCH faster) using AA instead of plain
arrays because of being able to use AA on CTFE. Because of that, there is no
need for "cached_switch_all.dcode" file anymore and it has been deleted. By
faster I mean on compiling times. On runtime it should be as fast as always.
- Added a link to the online compatibility table (not enabled yet)
- Added a new option to force to check updates: --check_updates
- Fixed ApplicationPaths
- Fixed SvnVersion.getLastOnlineVersion on v2.054 because of the non-greedy fix.
r298
- branches/pspemu31 -> trunk
DaedalusX64 SVN r721 is released. DaedalusX64 is a N64 Emulator for PSP. DaedalusX64 is the continuation of the original Daedalus PSP port by StrmnNrmn. It is a GPL Open Source project.
DaedalusX64 SVN Changelog:
r720
[=>] Merged from Dev branch:
Rev 316 - Salvy
[~] Simplified array for custom ucodes (we only need the ucode and hash anyways)
[!] Clean ups in PIF
Rev 318 - Bdacanay
[+] Imported Paper Mario blend from old file.
[~] Fixed the Conker chainsaw smoke blend
[+] Added a blend to the river in Doubutsu no Mori
[-] Reverted Kirby blend that was breaking Kirby
[+] Added a blend to fix the menu and HUD in Wave Race 64
Rev 319 - Bdacanay
[-] Reverted Wave Racer 64 blend, as it was breaking Super Mario 64 horribly.
Rev 320 - Bdacanay
[+] Added a hack to Wave Racer 64 to fix the dangerous menu blend without breaking any other games. Tested and working perfectly. (Thanks corn)
Rev 321 - Salvy
[!] Enabled DisableSimulateDoubles for Conker (fixes "green textures" bug)
[~] Removed full-length fp mode (Was causing static and texture shifting in Conker. Anyways it only adds overhead and bloat to the emulator, I have yet to see a game that needs it, only RARE games that like poke the status reg..)
Rev 322 - Salvy
[+] Implemented env mapping for Conker (Using the CPU, we need to port this to the VFPU to avoid slowing down Conker!!)
[!] Pass directly gConkerVtxZAddr
[~] Clean ups in Microcode.cpp
Rev 323 - Salvy
[!] Simplified and inlined CPU_TakeBranch
[~] Made TranslateOp debug only
[-] Removed useless speedhack in R4300_J
[~] Reverted last remaining changes from 557-558..
Note : rev 313, 314, 315, and 317 weren't m,erged since they ar not ready for public.
r721
[=>] Merged from Dev branch:
Rev 324 - Salvy
[~] Fixed compiling error from last commit
[-] Small clean ups here and there
Improved the end of MPEG video processing: now any of sceMpegFinish, sceMpegDelete, sceMpegFlushStream, sceMpegFlushAllStream and sceMpegAvcDecodeFlush are correctly terminating the MPEG processing.
Heres a new release of the N64 Emulator for the PSP:
What's changed in this revision:
Revision 719
[=>] Merged from Dev branch:
Rev 309 - Salvy
[+] Use sscanf to speed up parsing of addr and value for cheats (Now both addr and value are retrieved in one go, and also avoids unnecessary conversions)
Rev 310 - Salvy
[!] Made WarnMemoryErrors debug only
Rev 311
[~] Silly error that broke sram saving
Rev 312 - Salvy
[!] Trap r0 write in LW (fixes San Francisco 2049 crashing when race is about to start)
[+] Added debug code to detect r0 writes
The Nintendo 64 Emulator For PSP has seen yet another update, heres whats new:
What's changed in this revision:
Revision 712
[=>] Merged from Dev branch:
Rev 289 - Salvy
[-] Removed EasyMessage lib (was causing high usage of memory and thus crashing phats when pressing home)
[+] Implemented new dialog lib (WIP!!!!)
[-] Removed debug options which aren't longer needed.
Rev 290 - Salvy
[!] More work to new dialogs
Rev 291 - Salvy
[!] Wait until all buttons are released when showing a dialog
[~] Added exit dialog to CoverFlow GUI
DaedalusX64 is the best Nintendo 64 Emulator available exclusively for the PSP. To eliminate some frequently asked questions: No, the Emulator is not perfect, so any graphical bugs, or speed issues are considered normal. Yes, the audio does not always play full speed and can cause the Emulator to crash
What's changed in this revision:
Revision 709
[=>] Merged from Dev branch:
Rev 284 - Corn
[!] No need to check same thing twice in frame limiter
Rev 285 - Salvy
[!] Code clean up
[!} Made static functions in Microcode.cpp to hint compiler to optimize (~30 ops)
Rev 286 - Salvy
[+] Rewrote/optimized dialogs
[!] Fixed bug that caused PHAT PSPs to crash when pressing HOME (thanks OMightyBuggy for tracking down this issue)
Revision 708
[+] Updated roms.ini (contains several improvements from B3 and B3 Update)
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
Implemented most of the function in sceNetInet, sceNetApctl and sceNetResolver. Now, a basic test application is able to connect to the internet (see demos/net.pbp). Only Infrastructure mode is implemented, not AdHoc.
Improved callback execution to not overwrite $v0 and $v1 (was required by the sceNetApctl handlers).
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
Fixed a bug in PGD streamed decryption (spotted by hyakki).
Fixed hleIoClose and integrated file closing with the async IO thread (spotted by gid).
http://buildbot.orphis.net/jpcsp/
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
Improved sceUtility dialog (savedata, message, text input):
- can now be controlled using the gamepad
- do not use modal dialogs to avoid locks reported on some games.
http://buildbot.orphis.net/jpcsp/
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
Improved sceFont handling when option "Use non-native fonts from flash0 folder" is enabled. Now real fonts start to be displayed instead of the internal debugger font.
http://buildbot.orphis.net/jpcsp/
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
Improved PGD decryption to allow handling of very small and very large files.
Reverted recent changes in AES128.java and SHA1.java to avoid loss of compatibility with CryptoEngine.
Corrected PatchELFTag in CryptoEngine.
Removed libsuppreacc from banned modules' list in ModuleMgrForUser.
Improved EBOOT.BIN data padding in PSP.java.
Added newly discovered MIPS relocation code in Loader.
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
Removed language independent properties from the language dependent files, in order to avoid translation. E.g. the language names have not to be translated, they are always displayed in their respective language.
Awesome news, the newest version of the Nintendo 64 Emulator for the PSP has been released, heres whats new:
DaedalusX64 Beta 3 - 25 February 2011
(Major changes since Beta 2 Update, See SVN log for full list)
----------------------
Corn:
Screen zoom (up to 150%) to get rid of black borders
Show patch progress instead of black screen while patching (Corn/Salvy)
Optimization/Speed-up in Dynarec/Loop Opt. and simplified the Fragment Cache Hash
Z-fighting Fixed
Faster D-list processing for a speed-up
Faster N64 Fixed Point Matrix loading and other optimizations in rendering
Added option to use Cover-Flow or Classic GUI
Added battery info in pause menu (Salvy/psppwner300/Corn)
64 SaveState slots (psppwner300/Corn)
New faster Double Display List processing
16bit screen rendering (Using dithering for smoother colors)
Missing HUD(heart) fixed in OoT/MM
Faster texture check/hash
Faster audio conversion code and optimizations, fixed left/right sound swap
New DMA transfer mode using VFPU
Frame-rate limiter no longer stalls CPU
Added more patches in OSHLE GU function library using VFPU
Added Auto Frame Skip 1 & 2
Added hacks for Wonder Project J2, SM64 stars blend, Kirby 64 in DLParser_S2DEX_Bg1cyc & copy
Hack for alternative TLUT (MM, SSV, Animal Crossing, Sin and Punishment(Tsumi to Batsu) & Flying Dragon)
Hack for Wipeout, F-Zero and RR64 to proper Z-buffer rendering of geometry
When N64 uses Average as texture filter we do Bi-linear on PSP (Smooths Gex 3 and others textures properly)
Fixed Model-view matrices for Gex games to render properly
Added Blend Explorer now takes a selection from Combiner Explorer to test blends in real-time
Set Prim Depth works -> SSV, Road Rash, Glover, Rayman 2, Donald Duck
Insert Matrix works -> Kirby enemies and SSB animation
Force Matrix works -> Tarzan, Donald duck, Rayman2 and Star Wars Episode I - Racer
Proper texture loading -> F-Zero, Flying dragon (menus)
Salvy:
New home button library (works on newer FW's 6XX + button wrapper for easy usage)
New blender using a 16bit hash
Generic blend-mode (handles over 70% of all inexact blends)
Reworked COP1 Unusable Exceptions ( Increased compatibility greatly )
Added support for uCode tables and uCode definitions
Added a more robust and faster uCode cache (All used uCodes are retained, to avoid unnecessary hashing)
Reworked uCode detection (faster, and fixed several annoying bugs)
Simplified greatly interrupts
Implemented AI OS functions, also several fixes and optimizations throughout OSHLE
Updated Audio code base to latest Azimer's plug-in (Salvy/Corn)
Implemented several custom uCodes (Conker, GE sky etc)
Recursive deletion + Reset settings/oshle cache
Deprecated RSP LLE emulation from PSP build
Properly transfer palettes to Video Memory after loading texture (Fixes annoying spots)
Added Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
Fixed memory region 0xA500 0xA5FF (Pokemon Stadium 1 and F-Zero(U) boot now)
Panic Button -> L-TRIG + R-TRIG + START pressed for 2 sec (Salvy/Corn)
Add compatibility for using gprof for profiling
Kreationz:
Update Screen only called once per frame (Fixes Flashing and Shaking)
Updated clipping code to latest version from Irrlicht Engine
Fix of IA4 textures (OoT's Trees for example)
Fixed 4bpp texture padding
Grazz:
Implemented S2dex and Sprite2D
Auto uCode detector (Grazz/Kreationz)
Implement per game SaveState support
Howard0su:
Memory Access Optimization
Move Video Memory and Graphics Context initialization into system.cpp
Avoid strdup, use static array instead
Other Devs and People that helped greatly:
Added VFPU math (Zack/Corn)
Several improvements in our makefile (Maxijac)
Allows SaveState deletion (Maxijac)
Various improvements/updates to roms.ini (Wally, bdacanay, Yamagushi and Destroyer5150)
Cover-Flow Gui (Yamagushi)
Recommended Settings (Yamagushi)
Several custom blend-modes (Wally, Salvy, Kreationz, Corn, bdacanay, Darth_Sidious and NintendoBoy13)
Added ability to delete ROMs to GUI (psppwner300, Corn)
The little genius Virtious Flame, already known for the development of homebrew enabler as well as the findings on the hack and the excellent PSP Custom Firmware 6.35, reveals his abilities in another area, that of emulation.
The latter has today launched a new version of the famous Game Boy Advance emulator for PSP, gpSP namely that this time will be compatible with its new PRO-A CFW 6.35.
Installation:
- Extract the archive in the folder PSP / GAME /
- Start GPSP from the XMB.
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
New configuration setting to improve performance in some applications: "Enable saving GE screen to Texture". This option can break some applications, this is why it is only available as an option.
With this option, the content of the GE/FB are no longer saved to the PSP memory but are kept in OpenGL textures to avoid the load/save to the memory.
Shadow has posted a new release of the PSP Emulator for Windows.
Heres the release notes:
Actually this is mostly a bug fix release for single core cpus. As already explained in previous post there was a bug in audio that was preventing pcsp to work on single core cpus. Now it should work okay.
Besides that this release also offer decryption of encrypted PSP games on fly!. That's right you don't need to decrypt your PSP games in order to run or use external eboot.bins. Just remember to enable the decryptor in settings dialog and everything should decrypted on fly!.
Here is the complete changelog:
•Fix a bug in audio that was preventing single core cpus to run (now they should work fine)
•Added PRX1-PRX2 decryption. Now you can run encrypted games without the need to provide external decrypted file. You need to enable the Decryptor in settings in order to use it. (Settings->Settings->Hack Settings->Enable Decryptor)