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PSP 1.50 Discussion (new rules, reread)

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Wario64 said:
new snes emulator is out. judging the comments on pspupdates, it sounds like the speed is really improved

Snes9x_TYL v0.1 Released

Snes9xytysl28nms

yoyofr, laxer3a and thunderZ have released a new Snes9x emulator for the PSP, Snes9x_TYL v0.1, based on v1.39A of Snes9x (with some code from the first Snes9x port on PSP by bifuteki.)

Features of this emulator include:
5 Rendering modes:
– Mode0 : Optimized Snes9x,
– Mode1 : Original Snes9x
– Mode2 : Hardware accelerated (using PSP's GU)
– Mode3 : Adaptive rendering Mode 2 + Mode 1 (default)
– Mode4 : Adaptive rendering Mode 2 + Mode 0
Yes you read well, this version support nearly all the graphics effects of the Snes accelerated with PSP hardware, Except :
– offset mode & mode 7.
– Priority and blending are fully emulated.
For the moment a few graphic glitches remain, we did our best for the moment in our knowledge. Please understand.
– Zipped ROM support.
– IPS patch file (have to be the same name as game with .IPS extension : SOE.ZIP => SOE.IPS)
– Compressed Savestate with small screenshot.
– Auto save of SRAM on game change, exit & Snes reset so you should never lose them ;-).
– Autoskip.
– Gamma correction.
– VSync support.
– SDD1 encrypted roms (Star Ocean, Street Fight Alpha 2,...)
– SA1 (slow), SuperFX (slow), C4, DSP1 support.
– Multiple sound frequencies : 22Khz, 32Khz, 44Khz.
– Multiple stretching mode with or without smoothing
– Detailed Battery informations.
– 222,266 & 333Mhz PSP frequency.
– Snapshot based Icon per game. Take a snapshot while ingame (using GUI) & then you'll have it in file browser.
damn, you beat me to it...

well, it looks like time to try this bad boy out...

i hear it's BLAZING fast...

oh yeah, you didnt post the important note bit, it's full of generic rage...

Important Note about this release :
First, we have decided to release the code of the PREVIOUS version each time we do a new release. So this version source code will be released once we release the NEXT version. The reasons are: People taking our code, add "+alpha nothing" and do not give credit. If you believe your skills are up to the job, contact us.

Control the versions for a while.
Be able to put a splash screen. (See the reason under)

Second, the emulator will have a splash screen that user MUST read to be able to play the games.
The reason is pretty easy:
Some PSP sites are changing the NFO / ReadMe files to promote OUR stuff as THEIR stuff, So, untalented people earn money through advertising while people doing the hard work get nothing. As a result, to make the things clear, our message is embedded and encrypted inside the emulator.
 
Wow this emulator is great. And it sounds like its gonna get a lot better, here are some of their planned future updates:

# 1/FF6 Game speedup. (found a trick after we released, will be in next release, now run at full speed).
# 2/Sound Emulation moved to the Media Engine. (hope a 10 to 15% increase in performance.)
# 3/User friendly Cool menu system with realtime help.
# 4/Netplay in infrastructure mode and adhoc mode.
# 5/Optimisation of the CPU core emulation (write a JIT and/or rewrite the CPU emulation part in MIPS asm)
# 6/Rewrite of the PPU rendering to change from "FLUSH" into one pass frame rendering.
# 7/Configurable Autofire/Configurable input.
# 8/Display of Snes PAD to be able to understand which color / button name map the PSP.
# 9/Optimization of mode7 seems possible.(hope a 10 to 15% increase here too)
# 10/Increased compatibility with games.
# 11/Setup profile loader : ability to setup profiles per game.
So many user can send us later their setup and we can gather them in the next release.
# 12/Some CPU core optimization.
# 13/Try to optimize battery life as much as possible.
# 14/SPC Player.
# 15/Speed hacks (SnesAdvance).
 
Sweet. I knew once some really talented coders let their stuff out emu's would get really good, real quick.

As for the loader, does it work with the US version of Lumines?

I never did figure how to extract the ISO's to the right spot after I dumped my games with the old loaders so this will work better.
 
Syn-z has released a new version of his DGEN Genesis/Megadrive emulator for the PSP, version 0.80. Changes in this release include:

– Added state saving
– Several in-game problems improved

* State Save
- 1 game can have 350KB for state saving (1 file is 30+KB * 10)
- States are saved in "STATE" sub-folder with the same fold where the EBOOT.PBP is.
- When loading state, the sound will be strange. Please bear with it m(_ _)m
- Contents in SRAM is not included
- State Slot 0-4, 5-9
[On Memory and MS] : Save into memory when playing, and write to MS when the program exits
[On MS ] : Save directly into MS even playing
[On Memory Only ] : Save into memory only (All date will be lost when program exits)

States are loaded from MS as default. You need to choose which mode to use manually.

* Increment State Save
The Using of Slot 0-9, 0-4 or 5-9 for saving can be automatically switched. You need to bind this function in the "key config".
 
i hear it's BLAZING fast...

Yes or no: This will run Super Mario World at 60fps with vsync on without a single frame dip probably throughout the entire game.

I'm pretty much set on not touching a SNES emulator until this is so.
 
The Faceless Master said:
OH MAN, MARIO KART IS AT A PLAYABLE FRAMERATE NOW!!!

2.0 GETS A BIG F U!

eh, i thought it runs kinda crappy (mario kart)

but all the other games, wow wow wow wow wow


Tain said:
Yes or no: This will run Super Mario World at 60fps with vsync on without a single frame dip probably throughout the entire game.

I'm pretty much set on not touching a SNES emulator until this is so.

55-60 fps with vsync :D
 
Tain said:
Yes or no: This will run Super Mario World at 60fps with vsync on without a single frame dip probably throughout the entire game.

I'm pretty much set on not touching a SNES emulator until this is so.


Yes.
 
Wario64 said:
55-60 fps with vsync :D

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Mejilan said:
What does this mean for the homebrew scene? Firmware patching and such?
Potentially, homebrew access to USB devices and the Flash on the PSP. This could mean downgrading, yes, but for firmware patching (Getting 2.0 features in 1.5 or vice versa) a little bit of development will have to happen.

We're close though. I'd give it another 2 weeks
 
Thanks. Right now homebrew has been limited around a security exploit. But if they can figure out how to dig into the PSP's nitty gritty, then things might really open up. I really would like to upgrade to 2.0, but am unwilling to give up homebrew to do it. I hope these developments lead to an almost completely open homebrew scene one day. :)
 
Read/write access to firmware was figured out some 2-3 months ago, but most attempts to alter stuff (except for backgrounds and similar simple stuff) has resulted in a "bricked" unit.

Tain said:
Yes or no: This will run Super Mario World at 60fps with vsync on without a single frame dip probably throughout the entire game.

I'm pretty much set on not touching a SNES emulator until this is so.
No. Without frameskip (ie. 60fps) there are drops every now and then. That's true for most games I've tried. That it even approaches 60fps, and holds it up most of the time for many games, is quite amazing in itself (a jump in performance by several hundred percent compared to earlier SNES emulators). Unsurprisingly -- given how the graphics emulation works -- it's HDMA effects that causes the largest framerate hit. This will make some games run slower than you might expect. Also, Mode7 is done purely in software so any portion of a game using that will take a large hit. Lots of room for improvement still, if the team manages to implement the following stuff on their quite ambitious to-do list:

2/Sound Emulation moved to the Media Engine. (hope a 10 to 15% increase in performance.)
5/Optimisation of the CPU core emulation (write a JIT and/or rewrite the CPU emulation part in MIPS asm)
6/Rewrite of the PPU rendering to change from "FLUSH" into one pass frame rendering.
9/Optimization of mode7 seems possible.(hope a 10 to 15% increase here too)
15/Speed hacks (SnesAdvance).

Anyway, if you can stand frameskip 1 almost everything will run without flaws.
 
Pretty impressive. Way faster than Y's port. Yoyo rocks. At 333 MHz, with no vsync and frame limiter OFF (to test performance) it was mostly doing anywhere from 88-135 FPS in the first level of Super Mario World. Seemed to stay mostly at 60 with vsync and frame limiter on, occasional minor drops.

Edit: Just read VNZ's post that went up while I was writing mine, and realized I had frameskip 1 on, so the above numbers are going to be too optimistic. Still pretty darn good, though.

That USB and flash access stuff from the ps2dev forums is nothing new, as you'll see from the dates on the posts. They've had an interface to the USB library in their SDK for a while, and even some of the pirate's loaders have had an option to enable USB while playing. Likewise for flash access, that PSPersonalize program, for one, writes to the flash, and it's pretty old. The only thing new in that thread is an "ipl:/" (bootstrapper) pseudo-device that showed up with the 2.0 firmware. 2.0 is much more locked-down than the earlier firmwares, so it's going to take an awful lot more to break it.
 
No. Without frameskip (ie. 60fps) there are drops every now and then. That's true for most games I've tried. That it even approaches 60fps, and holds it up most of the time for many games, is a jump in performance by several hundred percent compared to earlier SNES emulators.

Yeah. Make no mistake, I'm impressed by it (just tried it), but I still don't know if I'd consider it worth the space.
 
Holy shit, I wasn't around today to check out all the PSP updates and I get home to this! This SNES emulator truely rocks.

PSP 1.5 for LIFE BABY! (Unless they find an exploit for 2.0's, heh)
 
SNES9x TYL is certainly faster than what's come before it, but its speed seems a little less constant even with things like the limiter and auto framerate on. Like it'll just go a bit too slow or a bit too fast for brief intervals. Super Mario World is just about perfect, though.
 
Wow, a great improvement compared to previous SNES emulators. Finally SNES games are actually playable on PSP (I don't find frameskip 3-4 acceptable). I tried Super Metroid, it runs great on frameskip 1 (vsync turned off), with few exceptions slowdown that actually affects gameplay. Only problem is, with frameskip 1 it's hard to see samus when she's hit, since she flashes every other frame...I've seen a setting to fix this (change the frameskip interval) in other emulators, don't know if there's one in this as well.

Also tried Super Castlevania, runs really, really well on frameskip 1.

But I still can't get over the situation with Tetris Attack...why does Tetris Attack, of all games, run so slow? I don't get it...it doesn't seem to be that advanced technically...or is it? :/
 
Kiriku said:
But I still can't get over the situation with Tetris Attack...why does Tetris Attack, of all games, run so slow? I don't get it...it doesn't seem to be that advanced technically...or is it? :/

I think it's that the background is constantly animating... It's probably something to do with transparencies or something. Tetris Attack isn't ugly or anything!
 
The Abominable Snowman said:
I think one of the authors said something about sound emulation being very slow. I think Tetris Attack is a very sound-heavy game, which might be a cause for the crappiness.

With sound off, I still only get like 23 fps... I think it's that the background of the playfield is one big transparency, sitting in front of an animated background (then again disabling transparencies only bumps it up to like 28fps). That & the fact that there are tons of animated sprite, which seems to be a factor in other games too...

I dunno... Maybe Tetris Attack is just too awesome for PSP.
 
Unison said:
I think it's that the background is constantly animating... It's probably something to do with transparencies or something. Tetris Attack isn't ugly or anything!

Hmm...well, I turned off all the background layers but didn't notice any big improvement in speed...maybe it's the sound like The Abominable Snowman said...never did try to turn off the sound in Tetris Attack.

EDIT: OK, so it's not the sound either...wtf is up with Tetris Attack!? *cries*
 
yeah, it said it would only display it once a day, but i've scrolled through it every single time i had to load the emulator...bleh

but if it gives me portable snes gaming, i don't really care :P
 
holy shit this is a work of god :p Y's with chrono trigger in AD600 with all the transperancies ran at like 10FPS, this new one runs it at 55fps with trans on and 44khz sound
 
This emulator is straight up brilliant. Super Metroid even runs well. Just don't goof around with the sound settings in the middle of play or it's crash city on some games.

It's funny how the games that are still semi-slow on this are the rather primitive ones graphically, like the Koei games.
 
Damn, with all this homebrew action, there is no way I will get rid of my 1.50.

I guess I'll have to buy a second PSP in order to enjoy any upcoming games that force you to upgrade. :\ Maybe they'll release a loader that allows you to launch the UMD without updating? Maybe the current loaders will even do that, I don't know!
 
Has anyone successfully gotten rid of the corrupted data for Snes9x_TYL v0.1? When I did the same thing as I did for all the other emus, Snes9x_TYL wouldn't start.
 
dark10x said:
Damn, with all this homebrew action, there is no way I will get rid of my 1.50.

I guess I'll have to buy a second PSP in order to enjoy any upcoming games that force you to upgrade. :\ Maybe they'll release a loader that allows you to launch the UMD without updating? Maybe the current loaders will even do that, I don't know!
There's been various attempt to make update required games playable on 1.0. The problem lies in that sometimes there are new functions in newer version that don't exist in older version. So they'd have to figure out how to properly patch each game, depending on the extend of usage of new functions, or the firmware itself. That said, I am not sure if there's a lot of efforts going into something like this since most of the people have 1.5. But when games require > 1.5 are out, I'm sure a lot of work will put into this area and we'll hear more about it... Don't let us down hackers! :D
 
rusty said:
Has anyone successfully gotten rid of the corrupted data for Snes9x_TYL v0.1? When I did the same thing as I did for all the other emus, Snes9x_TYL wouldn't start.
The best thing to do is to simply use a file attribute editor on the PC. Go in there and select all of the folders with % behind them and change their date attribute to that moment in time. The PSP orders things by date, so basically, all of the actual icons will show up in a straight list and any corrupted data icons will appear below them (so you really don't even need to look at them).
 
Unison said:
Yes, apparently it is.

WTF is up with the license agreement crap on there though? :lol
I guess certain people/sites have claimed credit for things they haven't done, so this was done as a simple way to keep the record straight.

Wario64 said:
yeah, it said it would only display it once a day, but i've scrolled through it every single time i had to load the emulator...bleh

but if it gives me portable snes gaming, i don't really care :P
Agreed on both counts.
 
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