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PCSP v0.3.0 [PSP Emulator] Released
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Mr. Shizzy
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PCSP v0.3.0 [PSP Emulator] Released
[Image: kcdwrm.png]

PCSP is a PSP emulator written in C++ for PC.

Quote:Well it is time isn't it. After the crazy night with hlide's updates it is time to release a new version of pcsp!
Most interesting aspects of this release are :
-Plenty fixes on GE engine including new shader render.
-Joystic support!
-Analog pad support
-Lot of fixes to HLE
and of course some more games appears to be playable.


Spoiler for COMPLETE CHANGELOG:
Here is the complete changelog:

General
-------
- Fiber support in threadman
- Fixed analogue pad emulation
- Added joystick/joypad support
- Fixed QPspScreen size
- Better way to use QGLFormat
- QPspScreen : now uses QGLWidget instead of QWidget (a.k.a wee now use QT's opengl)
- Added screenshot support
- Added argument for being able to open debugger from pcsp-udb
- Added partial save support. Some games can now save their status (puzzle bobble for instance and few more).
- PSF loader rewrite to support proper saves.
- Fixed an old bug in memory card manager (wasn't recongnize kxpoit files correctly)
- Dynamic change between shader and opengl version. From menu option you can enable/disable shaders dynamically while pcsp is running

HLE improvements
----------------
- Fixes for Atrac3plus
- correcting sceKernelFreeHeapMemory



New HLE implementations
-----------------------
sceKernelVolatileMemLock,sceKernelVolatileMemTryLock,sceKernelVolatileMemUnlock implementations
Implemented sceIoDevctrl 0x02025801 instruction
Added scePsmf and scePsmfPlayer basic faking

GE
--
-improve loops in Decoder
-texture are better rendered
-added mipmapping support
-added viewport command - compatible with window resizing
-fixed scissor bug so it is compatible with window resizing
-Now compressed textures can use mipmapping as expected
-Fix alignment for CLUT indexed textures
-DrawPrimitives advances vertex or index adddress so wee can execute several PRIM after one VTYPE : Skate Park City and Obscure
-Improved Texture caching using a XOR based key because Lemmings and Worms had issues with it
-Added vertex and fragment shaders
-A lot more fixes to opengl and shaders renderers



[Image: 2hxby55.gif]


News Source: pcsp-emu

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(This post was last modified: 24/08/2010 05:44 AM by Mr. Shizzy.)
24/08/2010 12:56 AM
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ZiNgA BuRgA
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RE: PCSP v0.3.0 [PSP Emulator] Released
Hmm, how does this compare to JCSP or whatever it was called?

Being C++, it does have more speed potential than the Java one, but I'd say that underlying code is probably more important here.
(This post was last modified: 24/08/2010 01:50 AM by ZiNgA BuRgA.)
24/08/2010 01:50 AM
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Sparker
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RE: PCSP v0.3.0 [PSP Emulator] Released
That download link doesn't work for me.

24/08/2010 02:24 AM
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Assassinator
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RE: PCSP v0.3.0 [PSP Emulator] Released
[Image: pcsx-uploaded.to.png]





Here's the official download page.  The link from there works.

http://pcsp-emu.com/downloads.php?cat_id=1
(This post was last modified: 24/08/2010 03:00 AM by Assassinator.)
24/08/2010 02:36 AM
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Sparker
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RE: PCSP v0.3.0 [PSP Emulator] Released
Thanks, tried two games that didn't seem very powerful and it freezes right when I begin to run the game >_>

24/08/2010 05:37 AM
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S7*
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RE: PCSP v0.3.0 [PSP Emulator] Released
(24/08/2010 05:37 AM)Sparker Wrote:  Thanks, tried two games that didn't seem very powerful and it freezes right when I begin to run the game >_>

Try JPCSP - http://www.jpcsp.org/

Odd how this project notes "hlide's updates" when he's "a very good Java coder" on the JPCSP team > http://jpcsp.org/index.php?p=About
(This post was last modified: 24/08/2010 05:43 AM by S7*.)
24/08/2010 05:41 AM
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Mr. Shizzy
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RE: PCSP v0.3.0 [PSP Emulator] Released
More info on this:

Hlide Wrote:Hi Hlide here.

PCSP 0.3.0 is now released. It is not that perfect, so be indulgent. This emulator only has an interpreter so it may be not suited for all PC. And only for Windows (as a 32-bit binary) as wee mainly concentrate our effort on emulation and not on portability.

It needs OpenGL 2/3/4.x with or without shaders.

It can play, say, half a dozen games :

- Puzzle Bobble Pockect
- Superfruit
- SmartBomb
- Lemmings
- Worms : Open Warfare
- Micromachines V4 (some sceneries have color corruption)
- Obscure : The Aftermath (color corruption and sometimes some "rumbling" motion making it hard to play)
- Silverfall (freezes after the tutorial)


No sound and no video emulation.

You can have some details that I posted on http://www.pcsp-emu.com :
- how to select a controller : keyboard or joypad
- how to switch the use of OpenGL shaders on/off in the fly
- psp screen window can now be resized to your taste
- a test on my EeePC 1201PN

Cheers.


source: DCEmu

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26/08/2010 12:16 AM
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hlide
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RE: PCSP v0.3.0 [PSP Emulator] Released
(24/08/2010 05:41 AM)S7* Wrote:  Odd how this project notes "hlide's updates" when he's "a very good Java coder" on the JPCSP team > http://jpcsp.org/index.php?p=About

Indeed, PCSP and JPCSP have some common developers like me, Drakon, Shadow and Hykem. In fact my expertise is rather C/C++ and assemblers (X86, MIPS, ARM) rather than Java (the only work I did in Java is JPCSP). But it is not very hard to learn it and to write good Java code when you have been in computer field for a long time. Though I must admit it is not really my favorite programming language.
01/09/2010 10:15 AM
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ZiNgA BuRgA
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RE: PCSP v0.3.0 [PSP Emulator] Released
Java is more strongly tied to OOP, the general design of which may take a different thought process to "standard procedural" coding of C and ASM.  At a higher level, you also think somewhat less of the underlying CPU (on the coding side, I'm sure the emulator itself still needs to consider ASM).

Since you're here (and if you respond), just out of interest: it's certainly nice to help both projects with your expertise, but is there any particular reason why you don't dedicate yourself to one project?  Maybe, do you see that both have their own purposes? (Java's portability vs C's speed?)
01/09/2010 04:09 PM
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hlide
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RE: PCSP v0.3.0 [PSP Emulator] Released
(01/09/2010 04:09 PM)ZiNgA BuRgA Wrote:  Java is more strongly tied to OOP, the general design of which may take a different thought process to "standard procedural" coding of C and ASM.  At a higher level, you also think somewhat less of the underlying CPU (on the coding side, I'm sure the emulator itself still needs to consider ASM).

Since you're here (and if you respond), just out of interest: it's certainly nice to help both projects with your expertise, but is there any particular reason why you don't dedicate yourself to one project?  Maybe, do you see that both have their own purposes? (Java's portability vs C's speed?)

on ps2dev.org I was very present and worked on reverse-engineering VFPU (3d maths coprocessor for PSP) and shadow posted here a message to tell us he was looking for developers for JPCSP. In fact, I was very sceptical at first. But finally I joined him to improve their Allegrex cpu (MIPS + VFPU) very earlier in the project because I thought JPCSP could be a good help to experiment the full VFPU emulation. Later, when JPCSP reaches a certain level, I decided to make a C++ psp emulator. Shadow also wanted to code one, so PCSP was born.
02/09/2010 10:22 AM
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