News

PSX4GP2x v0.1.2 (Test 2) (PSX emu for GP2x)

Shortly after Test 1 here comes Test 2 of ZODTTD’s PSX4ALL/PSX4iPhone port for the GP2x.

Release notes:

Here is the direct download link to psx4gp2x v0.1.2 Test 2:
http://www.zodttd.com/psx4gp2x/psx4gp2x_0_1_2_t2.zip

It’s been a long time since a psx4gp2x version has been made, so the change list is very long.
I can tell you that the newly redesigned frameskip has been helping things a lot. Also the dynarec has been remade. Performance has increased quite a lot.

I just got done playing a game on my GP2X @ 266MHz. Buster Bros Collection, with sound on and interlace off, ran at 60FPS steady in-game, and the menus went way too fast, sometimes 120FPS. Frameskip works well on it’s various settings and due to the way it must be designed, it doesnt skip certain frames, so things are kept smooth even on really high frameskips. Wipeout XL is amazing to see! ๐Ÿ™‚

While there is still more to be desired, this is pretty exciting news. So my todo list contains:
– Further improve the dynarec.
– Tweak some default settings so compatibility is higher while maintaining performance. Thing includes the psx cycle setting.
– Enable BIOS emulation option in the menu.
– Enable the use of external menu systems. ๐Ÿ™‚
– Check if save states are working. Both save states and memory card saves are implemented.

Direct link to discussion thread for chat and support:
http://www.gp32x.com/board/index.php?showtopic=39811

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Heartlight PSP (XMAS Preview) (PSP Game)

Written in C using SDL, Heartlight PSP is a clone/remake of the classic Epic Megagames’ Heartlight, developed by Chaos/xLand Games originally released in 1994, since 2006 under a Creative Commons license. Get the original at http://www.classicdosgames.com/epic.html

Goal: Get Percival the dwarf collect all hearts in each level and reach the open door. Sounds easy? Well, let 20 X-Mas Levels teach you the opposite.

Installation:
For Firmware 1.50 Users: Copy the content FW150/MSROOT folder to your PSP
For Firmware 3.xx and 1.00 Users: Copy the content FW3xx/MSROOT folder to your PSP

Features:
– 19 Levels from the Original + 1 Extra Level (70 Levels in the Full Version!)
– Level Editor (only in the Full Version)
– Level Recorder (records a successful attempt solving a level)
– Record Playback
– more things to come in the Full Version

Thanks to MK2k, the coder himself, for the news and for the decision to release it on PDRoms first ๐Ÿ˜‰

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Panic Paradyz v1.1 (PSP Game)

Panic Paradyz is an arcade game for Sony PSP published by Realtech VR. Your mission will be to bring the most souls to heaven. To make it, help them to avoid all the obstacles.

This program requires a PSP with System Software version 1.5 installed on it (2.71SE, 3.XX OE are supported).

Thanks to http://www.dcemu.co.uk for the news.

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Powder (Release 094) (NDS Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.

Changes:

Dequipping a non-equipped item no longer dequips the corresponding equipped itemslot.
Option menu has an option to disable the Action Bar to placate the churlish users out there.
If a creature misses themselves, it is no longer “Herself misses Wazerli the imp.” (Clare Boothby)
A massive refactoring of the message system has occured. In particular, I have abolished all of my stack buffers and the rotating ring of dynamic buffers in favour of dynamic memory allocation. This means I don’t have to worry about buffer overruns any more, and hopefully likewise won’t have stack overruns on the GBA anymore. No doubt in this process I’ve created more typos, however. Please report any weird text swiftly.
If you change dungeon levels while possessing a creature (like a Wizard’s Eye) and release control on the other dungeon level, you will now properly return to your previous dungeon level. (Mark Ehlke)
To aggressive refactoring made swords and clubs burn up in fire rather than just state-change. (Richard Quirk)
One new room type.

WARNING: In this release, scrolls of enchant weapon and remove curse will crash the game. So will random uncursing from gods. You are discouraged from playing this version.

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

Powder (Release 094) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.

Changes:

Dequipping a non-equipped item no longer dequips the corresponding equipped itemslot.
Option menu has an option to disable the Action Bar to placate the churlish users out there.
If a creature misses themselves, it is no longer “Herself misses Wazerli the imp.” (Clare Boothby)
A massive refactoring of the message system has occured. In particular, I have abolished all of my stack buffers and the rotating ring of dynamic buffers in favour of dynamic memory allocation. This means I don’t have to worry about buffer overruns any more, and hopefully likewise won’t have stack overruns on the GBA anymore. No doubt in this process I’ve created more typos, however. Please report any weird text swiftly.
If you change dungeon levels while possessing a creature (like a Wizard’s Eye) and release control on the other dungeon level, you will now properly return to your previous dungeon level. (Mark Ehlke)
To aggressive refactoring made swords and clubs burn up in fire rather than just state-change. (Richard Quirk)
One new room type.

WARNING: In this release, scrolls of enchant weapon and remove curse will crash the game. So will random uncursing from gods. You are discouraged from playing this version.

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

ChristmasXed (25-12-2007) (PPC Game)

ChristmasXed is a Christmas-themed version of the puzzle game Xed, with more than 2000 levels !

Move the blocks left or right, and form groups of 2 or more to have them disappear…

Though it sounds simple, every move can block you from winning, so be carefull ! Lets see if you can finish every level with the minimum number of moves…

This article is over 2 years old — the linked page may have changed, moved, or been taken over since then.

PSX4GP2x v0.1.2 (Test 1) (PSX emu for GP2x)

ZODTTD didn’t forget the GP2x community and ported his recent PSX4iPhone over to the GP2x.

Release notes:

Hi everyone!

I said I’d be back with a release of psx4gp2x when I learned more from trying other platforms, and here I am…with a new build of psx4gp2x! (IMG:style_emoticons/default/smile.gif)

Keep in mind this is a test build. Think of it as a rough beta.
– There’s no pretty interface, as it’s the standard old psx4gp2x GUI. I will soon move over to allowing it to interface with a menu system.
– There’s no support for BIOS emulation (HLE) in this build, though it will be enabled in future releases. For now, you will need a PSX BIOS, either bios41a (I hear this is a great BIOS!) or scph1001.bin, but it MUST be named scph1001.bin (all lowercase) and be placed in the psx4gp2x directory where the psx4gp2x.gpe is.
– Save states may or may not work. Haven’t tested them yet.
– Memory card in-game saves should work.
– Lots of stuff needs tweaking.

If you really want to see how things improved, play Buster Bros Collection from the previous release and compare it to this one. I was playing a very nice game with this latest build with sound enabled (sounded good!), no interlacing, and frameskip 1/2 and it was great.

Remember this is based on psx4iphone private beta v0.1.2 which is implementing my modifications to frameskip. Some games get graphical glitches or prefer a certain frameskip setting. If you see a flashing black screen glitch, just change the PSX Cycle and make it lower until it goes away.
You will also notice that even on really high frameskips, especially in 3D games, things dont go much faster and are still fairly smooth. This is due to the way these games are programmed. Not all frames can be skipped in the render process, so sometimes a really high frameskip in these games gives a slight performance boost but still keeps things smooth. Help me find out what settings should be default.

Here’s a direct download link to psx4gp2x v0.1.2 beta/test build:
http://zodttd.com/psx4gp2x/psx4gp2x_0_1_2_t1.zip

Installation is the same as previous psx4gp2x releases. Fairly standard stuff, but since I dont have it all written out right now, I’ll leave it to experienced users.

EDIT: I’ve set up a psx4gp2x section in my very active forums at www.zodttd.com. Though it seems its pretty empty currently.

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