After 4 years without any new version, the well known Playstation Emulator ePSXe has been updated!
ePSXe 1.7.0 has been released. You can download it in the files section.
Short changelog:
Multiple changes has been done in the Pad support.
The internal SPU plugin has been updated to the 1.7.0 version.
The iso support code has been rewritten.
The MDEC decoder has been rewritten.
A new version of the Pete's Software Plugin is included.
The XA/CDDA support has been worked in this new version.
Many things have been fixed in the cd-rom decoder and the core.
It has been long time since the previous ePSXe status update. During this time the ePSXe development has been on hold and our lives have changed a lot, probably just like yours. In summer 2007 we decided to continue working in ePSXe encouraged by the users support even after 4 years without updates. ePSXe is currently in final testing and we hope to release a new version very soon. We wanted to thank you for your support and show you some screenshots from games that should work better in the next release.
• Added Korean, Bosian, Serbian and Icelandic translations
• Added some missing translations to Linux build
• Debugger DMA capture buffer now autoresizes
• Fixed streaming music in Jikkyou Oshaberi Parodius
• Fixed bug when setting sound frequency in Windows
• Implemented volume and mute in Linux
• Fixed "missing body parts" bug in Deception 3
• Fixed bug that caused XA audio in Deception 3 to not stop correctly
• Fixed random crash in Road Rash: Jailbreak
• Fixed debugger crash when emulator is reading from CD
• Fixed hang opening CD images in Linux
• Per-user settings for Linux (.ini file is now stored in ~/.pSX)
• Removed SSE instructions used during init (should fix crash on AMD CPUs)
• Fixed GTK warnings when clicking window close button in Linux
• Fixed crash on startup with -f command line option
• Fixed SPU bug that caused FF8 FMV audio to stop sometimes
• Fixed bug that prevented some keys being mapped to controllers
• Fixed bug where window size/position was reset when using fast forward
• Added support for Alcohol 120% MDF/MDS images
• Fake subcode in track gaps (required for TombRaider1)
• Fixed Syphon Filter boot hang
• Fixed infinite loop in Tekken3 and Deception3
• Changed 384 mode to 364 which seems to be correct (based on TombRaider)
• Fixed aspect ratio correction for 5:4
Well linux users, we promised we'd have you back and here is the living breathing proof!
Along with this release you have a couple of new plugins exclusively!
• ZeroPAD - New pad plugin based off Twinpad, PADWinkeyb and SSSPSX Pad.
• ZeroGS OGL - An OpenGL conversion of ZeroGS. No more GSSoft for you Wink
You also have available a 32bit and 64bit build for your pleasure, we do spoil you sometimes! Take note the 64bit version is far from finished!
The next release will be much quicker than the current implimentation... head over to the download section to grab it.
WINDOWS USERS:- I have some bad news for you, there will be no 0.9.3 for windows, BUT Before you go crying to mummy that weve been picking on you, you will see 0.9.4 very soon, we have some 64bit bugs in windows to sort out, along with some excellent fixes for games such as Grand Theft Auto - San Andreas so it will be worth the wait.
UPDATE:
It took only a couple of hours to convince us that it is impossible to make a Linux release without also releasing the source. For those people that had problems with the binaries, they can now go to the sourceforge site and compile their own executables! Hopefully this will resolve all the random crashes and exceptions. Note that the Cg Toolkit is required for successful compilation. To compile everything type
> sh build.sh all
at the root SVN directory. Look at the INSTALL file in the root directory for more options.
Please keep in mind that the graphics in linux are a little lacking due to an incomplete ZeroGS OpenGL plugin. Anti-aliasing and hardcore graphics have not been tested thoroughly; however, the linux builds are still very good. From the tests we've done, performance and features are pretty much the same when compared to the Windows version... which is a tremendous leap for pcsx2. A lot of time was put in to make this release possible.
StreaK e-mailed and informed that he has released a new front-end for Playstation emulators called ProSX, here's how he described it:
A little handy frontend for epsxe / pSX emu or other psx emulator optimized for speed and functionality. The main goal for me as developer was 'to speed up running any image based game on psx emu' and i must tu say it was succeded on 100%. If you using a ProSX, you'll only need to click any IMAGE *.BIN or *.IMG / CDZ / MDF file in windows explorer to start a game. Nothing more needed except, small config for first time. BTW. This ver is only for TEST purposes, so if you fing bugs or somethin, please infom me about it by email
• Ported to Linux
• Log window keyboard controls
• Added Arabic, Croation, Norwegian, Persian and Russian translations
• Fixed bug in CD not usable error message dialog
• DEP no longer needs to be disabled in Windows for pSX to work
• Added aspect ratio correction
• Centred framebuffer when it doesn't cover the entire screen
• Fixed controller config dialog bug (pressing button fills all controls)
A new version of the Playstation emulator known as pSX has been released. Here is a list of changes for version 1.10.
• Allow ADSR changes while voice keyed on (fixes sounds in FF7 and others)
• Localisation for various languages
• Added internal manifest file (dialogs now support XP theme correctly)
• Sound device can now be set to disabled
• Fixed bug where sound was muted when reverb was disabled
• Fixed Chrono Cross hangs introduced in v1.9
• Breakpoints can now be added/removed in debugger while CPU is running
• Added check for valid BIOS
Head on over to the official site for more information. Thanks to Hawq for the news on IRC.
Zaurus users, enjoy a new release of psx4zaurus.
New in build 4:
- Improved performance for games such as Tekken.
- psx4zaurus now includes both a CACKO build and a PDAXROM build!
Dreamcast users, psx4dc is getting worked on and bugs are being sorted out. Although slow, it is very compatible. There is some specific optimizations in mind for greatly speeding up psx4dc easily.
GP2X and Gizmondo users, a new build is being worked on. Patience...
For those unaware of what psx4all is...well...it's a psx emulator for a wide variety of handhelds.
• Various CDROM changes to make Ape Escape work
• Removed incorrect ADPCM autopause functionality (fixes G-Police music)
• More accurate emulation of GPU LCF status bit (fixes G-Police hang)
• Implemented sprite flip draw mode bits (Master system emulator)
• Various root counter emulation improvements (fixes Rhapsody)
• Slight timing change to fix problem where pad stops working intermittantly
• Fixed bug where Crash Bandicoot 2 executes illegal opcodes after intro
• Fixed WildArms XA spell effect bug (didn't stop after effect correctly)
• Changes to CDROM emulation to make Ape Escape work
• Reject large polygons (fixes ChronoCross Dragonia bug and SagaFrontier2)
• Various GTE fixes (fixes Wipeout, Tony Hawk Pro Skater 2, amongst others)
• Fixed bug where self-modifying code was incorrectly detected
• Save/restore debugger window layout
• Debugger font can now be configured
• Fixed crash when memory card file did not exist but was referred to by ini
• Implemented CCD parsing
• Improved CUE file handling (pre/post gaps and indexes now supported)
• Fixed CD play command and report mode (fixes BIOS cd player)
• Ignore non mode1 sub-q sectors (required when playing audio CDs)
• Corrected sub-q faking when subcode reading is not enabled
• Fixed bug where CDDA playing would stop when fast forwarding
• Fixed crash when ejecting CD while game is reading it
• Fixed crash when frame buffer is bigger than display mode (VibRibbon PAL)
• All combo boxes in config menu are now read-only
• Improved emulation of SPU CD and reverb buffer (VibRibbon)
• Support SPU IRQs in CD buffer (VibRibbon)
• Fixed crash after recovering from Ctrl-Alt-Del
• Fixed bug where gamma settings did not update until pressing adjust key
• Fixed missing characters in WildArms battles (GTE flags inaccuracy)
• Fixed GTE bugs that caused missing graphics in Tombraider Chronicles
• Fixed recompiler bug that cause Tomraider Chronicles to crash
• Add missing CDROM functionality that caused DW7 to hang during FMVs
• Emulator can now be full screened on any monitor (autodetect or force)
• Fixed bug that caused XA audio to cut out (often during fastforward)
• Added support for CloneCD and ISO CD images
• Made BIN images work even if CUE file is missing (not recommended)
• Added support for new CD image types to CDZ
• Corrected aspect ratio in PAL modes
• Fixed bug where quick saves didn't work with certain games
• Fixed bug where F10 entered the menu instead of loading quick save
• More accurate SPU ADSR envelopes (including exponential modes)
• Initialise ADSR registers after SPU reset (fixes sound in Tombraider)
• Added screenshot feature
• Fixed GTE bug that caused graphical glitches in Legend of Legia
• Fixed minor CDROM emulation bug
• Adjusted GPU DMA timing to fix MDEC hangs in some games (Legend of Legia)
• Check mask bit for lines (fixes DragonWarrior 7 menus)
• Fixed spelling of "Quicksave" (yes, I suppose I am a "d u m b a s s" ;)
• Use exe name for quicksaves (quicksaves are now per game)
• Changed key assignments for quicksave (F1-F5=load, F6-F10=save)
• Reset button for gamma/brightness/contrast in graphics dialog now works
• ESC now quits emulator (in addition to ALT+F4)
• Added DMA breakpoints
• Fixed some miscellaneous debugger bugs
• Added final icon and controller dialog graphcs from TheCloudOfSmoke
• Fixed bug where joystick device selection was not kept after restarting
• Implemented PPF patch support (command line only for now)
• Added option to disable bilinear filtering
• Added L3 and R3 buttons for dualshock controller
• Added reverse axis option for controller analog axes
• Option to disable controller rumble now works
• Second controller now works
• Fixed keys that did not work in controller config dialog (eg. cursors)
• Integrated CDZ converter into main program
• Added gamma, brightness and contrast controls (fullscreen only)
• Added quicksave/load functionality
• Fast forward now temporarily turns off vsync
• ASPI DLL is no longer required if using IOControl
• Fixed state save dialog (now uses save type instead of open)
• Fixed window painting when paused (or in modal dialogs)
• Removed log menu option in release version
• Editing code in debugger memory window works even when using recompiler
• Fixed some other debugger problems
• Implemented breakpoint editing
• Fixed save state loading bug
• Fixed several GTE bugs (Crash Bandicoot 3 + others)
• More accurate SPU noise and FM (FF7 and ChronoCross sound correct)
• Set mask bit for lines (MGS frequency display now works)
• Fixed bug where primitive coordinates were not sign extended (ChronoCross)
• Swapped analog sticks
• Fixed pad force feedback crash (now properly enumerates actuators)
• Disabled vsync in windowed mode to fix speed problems
• Fixed SPU looping bug: -S option is no longer required (now ignored)
• Fixed bug where starting in fullscreen would incorrectly resize window
• Fixed debugger GPU capture
• Added preliminary version of TheCloudOfSmoke's icon
• Improved ASPI and IoControl latency
• Added SPTI support
• Added support for 16bit rendering (including 565), only used if necessary
• Full screen mode configuration (NTSC and PAL configured separately)
• Fixed GTE bug that caused Valkyrie Profile to crash
• Improved streamed ADPCM audio (Valkyrie Profile and others)
• ALT+F4 now exits the emulatoer
• Pressing F1/Shift+F1 switches back to windowed mode for file dialog
• *.mcr files are shown in memory card dialog
• Option to disable status icons (CD/XA/MR, etc..) - disabled by default
• dbghelp.dll is now optional (required for saving crash dumps though)
• CD drives (IoControl and ASPI) should now work
• pSX now works under Win98/ME (hopefully ;)
• Fixed save state loading bug
• Fixed crash when entering non existant save state filename
It seems that a new promising Sony Playstation emulator has arrived:
This is what the readme says:
pSX emulates the Sony Playstation 1, pretty much everything is emulated
(to my knowledge) and most games run perfectly.
One thing that should be noted is that pSX DOES NOT use plugins.
The emulator is completely self contained.
The emulator has been designed to be as easy and unobtrusive to use
as possible - in most cases you will not need to configure anything
to use it (except maybe the controls).
Not sure who the author is but thanks Bobbi (NGEmu) / Lewpy (lewpy.psxemu.com) for submitting the news.
- trickyfree suggested on my messageboard to have some different types of the display stretching. Ok, done: beside the old "full screen stretching" and "keep psx aspect ratio" modes, I've added two more ways to stretch the psx display to your screen.
- ShadX and guest(r) are still doing amazing full screen shaders for the OGL2 plugin. Therefore you can find many shaders in the messageboard section of my site (http://www.pbernert.com). To make the shaders somewhat faster, they suggested to get additional pre-calculated values from the plugin. Done. Now the "OGL2InvSize" uniform is available for new GLslang shaders... let' em coming :)
- Well, I have got a Geforce 6800 Ultra card over half a year ago, and while trying to make this baby sweat, I've added an "Ultra high" internal Y resolution mode. If you want to activate this, you will need a card with 4096x4096 texture size support (newer NV cards or ATI's 1XXXX ones), and 256 MB vram is also recommended. By the way: the rendering speed will still be very high with this new setting, but psx framebuffer effects can now last a couple of seconds (!!!). Therefore this "ultra" resolution is not really usable with psx games which are doing much FB effects. You are warned :)
- In july 2003 I've started this PSX OGL2 plugin. Basic idea: don't map the psx drawing commands on-the-fly to the PC's gfx card's backbuffer (like my Standard OGL and D3D plugins are doing it), but to create a offscreen buffer in the same size as the real PSX GPU vram (or a multiple of it), and draw into that buffer. Well, by this time the only way to do this was to use "P-buffers" in OpenGL, and yeah, I got it to work nicely.
Much later (spring 2005) a nicer way to handle offscreen buffers were added to the OpenGL specifications, called "framebuffer objects". FBOs promise a better speed, and are easier to handle than the clumsy P-buffers, so I finally decided to add them in my plugin as well. You can change the render mode in the plugin config, if you are looking for some more speed, but to be honest: on my system every PSX game runs like mad (without frame limitation), so I cannot tell if FBOs are really faster. You have to try it yourself...
I've just read over at NGEmu that a new version of the Japanese Playstation emulator Xebra has been released.
Unfortunately a change log is not included in the archive so I can't say what's new in this release.
If you can read Japanese you can visit the Official Site for more information.
My good buddy Rene has posted up a new work in progress report regarding his Playstation emulator EternalNGE. Here is what he posted about the latest developments.
After changing the code to let eternalnge think the cd cover is open more demo's started to run nicely 'Manta' from Sony for instance. Still there are some demo's that don't work but in my collection that's only a handfull. So this means compatibility is reasonable enough. Onto the next bottleneck namely 'speed'. As my primary development pc is only a 450 MHz P3 the focus shifted on a recompiler aka jit or binary translation.
Due to the maturity of the emulator i also held a informal review of the code and was totally shocked about the hacks and code style, therefore some parts will be totally rewritten. This delays progress a bit but better to write maintainable code than garbage.
Head on over to the official site for more information. Looking forward to more progress Rene, keep up the great work.
A new build of the Playstation emulator for Windows known as Xebra has been released for October 13th 2005. I am not sure on the changes but feel free to leave some feedback on your results if you give it a try.
My good buddy winter_mute from PSemu.pl has sent me a message about his new wonderful tool for ePSXe. ePSXe InPCP is a tool that will automaticly install ePSXe and comes with various pre-configured plugins. This is a great tool for newcomers to ePSXe and a great step towards a one step solution for Playstation emulation.
winter_mute has also asked for feedback which you can provide on their forums located here. Great work winter_mute. :)
It's good to be back after a week away from the net and while I was away my good buddy Rene has released a build of his Playstation emulator EternalNGE. Currently it is still in early development and runs many demos. Here is what was posted about the release.
Ok wat's new:
- more demo's work
- sound
- commandline for multiple files demo's
Ok what is required:
- Soundcard capable of play 44.1 KHz stereo
- Graphicscard any vga will do
- 2 GHz cpu (still interpreter based emu)
Feel free to leave some feedback in the release thread over at the EmuFanatics Forums.
zenogais has released the source code to his work in progress PlayStation emulator called NeoPSX, this is what he had to say:
It's been quite a while since there was any news on NeoPSX so I figure that I might as well talk about what's going on. Basically as of right now NeoPSX is not being worked on, now this does not mean its dead, more like pending. I've been busy with too many other things to even consider working on NeoPSX any time soon. I'm hoping once things settle down and the dust clears I'll be able to go back to work on.
So for now I've decided only to release the source code. Basically this is the most recent build of NeoPSX, here's the changelog:
- New code base - completely rewritten...again
- New GUI using WTL (Windows Template Library)
- Partial support for PSEmuPro plugins specs
- New plugins dialog unique to NeoPSX
- Partial support for Playstation hardware emulation
Really the Playstation root counters (programmable timers) have me stumped, and any help in this area would be tremendously appreciated. This is of course why I'm releasing the sources, because it someone would like to modify it, as long as they obey the license that's cool with me. The license is this:
"This source code is free software, do with it as you please, It comes with no warranty or any of that business, and as long as you give credit to the author (Eric Scrivner aka zenogais) you may modify or use portions of it as much as you want"
A new version of the Playstation emulator for the PocketPC known as FpseCE has been released. Here is part of the changes for version 0.09.5.
• Fixed lot of "bugs" that caused memory allocation errors on WM2003 SE.
• Fixed compatibility with UNICODE devices.
• Fixed some display bugs into the virtual gamepad.
• Fixed a bug in movies decoding when B/W output is selected.
• Fixed a bug with sound cache buffers.
• Now FPSE is compiled only with Microsoft Libraries except few speed critical functions.
• There is just one executable for all CPU and all WinCE platforms (I hope).
Select your ARM version into the main menu:
Options->Cpu type->ARM V4 (or ARM V5)
FPSE has been tested with WM2003 and WM2003SE. I don't know what it will happen with WM2002 and older: try it, perhaps it will work.
• Started support for LFB feature on VGA models (not working yet).
• Removed the old file selector. The new rountine is faster, it virtually
doesn't use memory (the previous one used more than 1MB or ram!!!) and
- it's much more colorful ^_^.
- It's also coded for being resolution-independent, so it should run fine
in VGA mode too in the future.
• The libraries LibZ and LIBBZip2 are now compiled as DLL.
This will be an advantage because:
- It uses less memory.
- We can change them easily without recompiling the emulator, if one day
a newer version of those libraries will come out.
• A new automatic frameskip function has been implemented.
• Some small speed improvements with compiled memory functions.
• Sound playback is much smoother now.
Head on over to the official site to check out more information regarding the frameskip options and to download the newly released version of PocketISO. Great work LDChen and schtruck.
A new version of the Playstation emulator known as SSSPSX has been released. Not completely sure on the changes but if someone wants to provide a proper translation that would be great. :)