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PSP MAME4ALL v4.9r1 Hires (Arcade emu for PSP)

Release notes:

Latest release with changes as from included readme-psp.txt:
PSP MAME4ALL v4.9r1 Hires by TTYman, 05/11/2007
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Install directions:
– Copy in /PSP/GAME (firmware 1.5) or /PSP/GAME150 (firmware 1.5 compatibility for 3.xx OE release);
There are three different builds in archive:
1) PSP-100x (psp_mame4all_v4.9r1);
2) PSP-100x without neogeo and cps1 support (psp_mame4all_v4.9r1-fat-noneogeo-nocps1);
3) PSP-200x (psp_mame4all_v4.9r1-slim);
Use psp_mame4all_v4.9r1 as installation base, then replace EBOOT.PBP with your needed/preferred build;
– Recreate zipped roms with included ClrMame compatible .DAT files (v0.34-v0.36 mixed roms);
– Add created zipped roms files in ROMs subfolder and samples in samples subfolder;
Samples must be in .sam old Mame pre-v0.35 format, downloadable from http://www.mameworld.net/samples/sam.htm
Specific Features:
– Based on latest GP2X MAME4All release v4.9;
– 480×272 full PSP Hires Support, now games with >320 orizz. and >240 vert. pixels are fully playable (Loderun, Galaga etc.);
– Overclock support, from 133 to 333 MHz;
– Fixed, Fixed Divided by 2, Software Scaled and Software Full Screen Stretched resolutions (all maximum 480×272);
– Frameskip as GP2X version (fixed 0-5, auto 1-5);
– Vsync on/off;
– Save configuration support, default and per game;
– 22KHz with 16 voices predefined sounds, 33KHz and 44KHz frequencies with 4, 8 and 16 voices combinations added;
– Preliminary analog support;
– Autocentering fix for all resolutions;
– Optimized compiled code as derived from GP2X version, but for PSP cpu (fastest graphics core!);
– Stripped & Packed executable, only 2.1MB;
– Original graphics theme from Gold edition;
– Music in menu (filename music.psp in data folder), in these supported formats: .MOD, .S3M, .IT, .XM and .OGG;
– Added, as bonus, 1st classified OldSkool at Assembly 2007 Music Competition (Commodore 64 based), in .OGG format;
– Graphic theme 480×272 BMP skins support, both pspmenu480.bmp and pspsplash480.bmp in folder skins;
Specific Controls:
– Button SELECT: Insert credits.
– Button START: Play.
– Button HOME: after Pause exit game and return to menu.
– Buttons L+R: Activate/deactivate screen fixed/fixed div2/scale/stretch.
– Buttons L+R pressed during one second: Pause.
– Buttons L+HOME simultaneously: Reset emulation.
Fixed from 4.7r3 (same as 4.8r1 unreleased)
– Crash when sampled used.
– Unified builds, thanks to new Z80 core, Mame 0.53 based, compatible with system16, neogeo and classic roms.
– Implemented PSP-2000 (slim) specific support, so double memory available to load roms, thanks to keiich-san code.
Fixed from 4.7r2:
– Sounds now are near arcade perfect, with minor gliches in some sound chips emulations;
– Gold (CPS1, System16 and Neogeo) specific emulations are now stand-alone, as require different z80 cpu implementation;
– Improved performance with sounds, oldies with 0 frame skip and vsync on, others with auto-1 and auto-2;
Fixed from 4.7:
– 133 MHz in menu and while paused, for battery saving;
– VSync really works now;
– Corrected build configuration and Makefile, so sounds in various games are now back;
– Correct fixed, div2, sw scaled and sw stretched resolutions, with autocentering;
Known Problems:
– General audio with some gliches due to original unoptimized threaded sound core;
– Preliminary Analog stick support doesn’t recognize very fast movements;
– No rotate support;
PSP MAME4ALL v4.9r1 Hires zipped archive (6.792.731 bytes)
PSP MAME4ALL v4.9r1 Hires zipped archive MD5 checksum file
Source code can be downloaded from official Franxis’s GP2X port, at http://www.talfi.net/gp32_franxis/.
TTYman 😉

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Daedalus PSP (R13) (N64 emu for PSP)

StrmnNrmn pulled out a new release of Daedalus PSP, a Nintendo 64 emulator for PSP’s.

Release notes:

I’ve just finished packing up R13 and uploading it to sourceforge:

Daedalus PSP R13 for v1.00 Firmware
Daedalus PSP R13 for v1.50+ Firmware
Daedalus PSP R13 Source

The most significant new feature is savestate support. You can now save your progress at any point, via the Pause Menu (accessed through hitting the Select button). Savestates are written out to the memory stick, and consume around a megabyte per slot. You can load up a savestate at any time from the Pause Menu, or via the front end (hit the right shoulder button to swap from the rom list to the savestate list.)

Other than savestates, the most significant change in R13 is a number of optimisations to the dynarec core which should give a 10-20% speedup depending on the title being played. I’ve tested these optimisations as much as I can, but if you find that roms which worked with R12 are now broken, try disabling ‘dynamic recompilation’ and/or ‘dynarec stack optimisation’ from the rom’s preferences screen.

I haven’t looked at compatibility at all in R13, so it’s unlikely that any roms will have started working in R13.

I’m interested to hear your feedback on both of these features. Let me know if you have any problems with savestates, or if you’ve found roms are no longer working in R13. I’ll try and keep on top of the comments pages over the next couple of weeks.

It’s taken a LOT longer to get R13 out than I had hoped. I can’t quite belive the last release was in June! I’m hoping now I’ve got this release out of the door I’ll be able to get back to making small, more frequent releases.

-StrmnNrmn

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UK iPhone Launching with v1.1.2 Firmware – Jailbreak Broken (iPhone misc)

T3 got their hands on the new European iPhone, and to their delight (and dismay), the phone is pre-installed with firmware 1.1.2—which is newer than the 1.1.1 firmware we currently have in the states. Believe it or not, it’s actually packing some new features. But before you ask, their early testing shows that current Jailbreak software is no longer functional. So that whole saga continues!

Read the full article by following the link below…

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JPong v0.5 (PSP Game)

Jaklub released JPong, which is a Pong remake. You control your paddle with D-pad (first player) or triangle and cross (second player). It contains music, sounds, 1player and 2player modes, pause, map selecting, etc.

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GoSub2 (Build 47) (A2600 Game)

GoSub2, the successor for GoSub has been updated… Build 47 is out for your entertainment!

Changes:

changes:
+ added a new maze (level 9)
+ changed in-music game to “Frere Jacques”

left to do in the near future:
+ add minigame
+ change title screen
+ compose/add title screen song

left to do (long term)
+ turn game into 32k cart
+ make 11 more mazes.

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Drunkern Coders Christmas Compo 2007 Update (NDS misc)

There are some rule updates / clearifications for the Drunken Coders Coding Competition. Those guys are pretty reliable, so join the coding fun!

Anyway here is the information:

To ensure things work a bit smoother this year the judging for the competition has been standardized. I hope this does not throw too many people off but it should give people a much better idea of what we are looking for.

http://www.drunkencoders.com/documents/DS/matrix.htm

For the moment, no category is weighted more than another but it is possible the “Fun” category will end up worth twice that of any other.

Also the game submission and judging process is now fully web driven. This means the authors will control what info appears about their entries in the results list (and can update their info at any time). I had a bit of trouble keeping it all strait via email (i think last years results don’t even list the game authors). It also means the results will be available as soon as all judges have submitted.

The final feature is after the results are published the general public will be able to rate and comment on the games. In the future, public opinion might factor into the final results but for this compo only the Judges scores will count.

Good luck in coding

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