mirror of
https://github.com/FunKey-Project/gpsp_libretro.git
synced 2026-03-18 18:02:45 +01:00
original source from gpsp09-2xb_src.tar.bz2
This commit is contained in:
880
readme.txt
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880
readme.txt
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@@ -0,0 +1,880 @@
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||||
-- gameplaySP Gameboy Advance emulator for Playstation Portable --
|
||||
|
||||
|
||||
-- Release log --
|
||||
|
||||
v0.91 (minor cleanup release)
|
||||
|
||||
NOTE: I don't usually do minor releases but I rewrote a ton of
|
||||
things in gpSP 0.9, much of it during the last few days, and although
|
||||
I spent a lot of time debugging a few bugs inevitably crept in.
|
||||
|
||||
# Fixed some issues in the new memory handlers that crept up, hopefully
|
||||
should fix the problems between 0.8 and 0.9.
|
||||
# Fixed a bug introduced in 0.9 that could cause crashes when selecting
|
||||
things in the menu (I hope, at least).
|
||||
# Fixed a bug with a certain invalid opcode causing a jump to be scanned
|
||||
when there isn't one (fixes Sabre Wulf).
|
||||
# Removed 2048 option for audio buffer.
|
||||
|
||||
v0.9 (yes, it's still beta)
|
||||
|
||||
NOTE: As some of you may be aware I'm pretty much tired of these
|
||||
unofficial releases by people (okay, mostly single person) who
|
||||
don't wish to follow my wishes. I'm in the process of asking this
|
||||
person to stop, in his own language. However, I want to make
|
||||
something clear. Look at the last six new features in this
|
||||
changelog. I added these TODAY. I could have done them at any
|
||||
time. But I didn't, because I spent many (dozens, quite possibly
|
||||
hundreds) hours debugging games that people want to play. I have
|
||||
always believed that this is far more important than spending time
|
||||
on new features. Frankly, I'm tired of my emulator being hacked on
|
||||
by other people, and if it doesn't stop I'm going to make this
|
||||
project closed source.
|
||||
|
||||
Since I know this information is most visible when updated on the
|
||||
major sites, note that it is the news posters I am especially
|
||||
talking to. Next time you upload unofficial releases of my
|
||||
emulator (without even knowing what's changed) bear in mind that
|
||||
you're only encouraging me to stop working on this. If you want
|
||||
to pick sides between me and unofficial devs, be my guest. I'll
|
||||
let you decide by the contents of this release who's doing more
|
||||
for my emulator.
|
||||
|
||||
Oh, and if you downloaded a version of gpSP that has more than
|
||||
"gpSP" in its name then you're using one of their versions. Shame
|
||||
on them for not even removing this threatening message, and shame
|
||||
on you. Unless you're using a port I endorse (GP2X, Dreamcast, etc),
|
||||
in which case everything's good.
|
||||
|
||||
|
||||
# Fixed stereo output being reversed.
|
||||
# Fixed a bug causing misaligned errors on 8bit writes to the gbc
|
||||
audio channel 3 wave data (fixes various Super Robot Wars games)
|
||||
# Fixed DMA with garbage in their upper 4 bits (fixes a crash in
|
||||
Zelda: Minish Cap)
|
||||
# Added double buffering to the rendering, removes line artifacts.
|
||||
Big thanks to Brunni for the idea.
|
||||
# Fixed a bug preventing some SRAM based games from saving (fixes
|
||||
MMBN4-6)
|
||||
# Fixed a bug causing part of EWRAM to potentially get corrupted if
|
||||
code segments loaded in EWRAM cross 32KB boundaries (fixes
|
||||
Phantasy Star 2)
|
||||
# Fixed a bug causing games using movs pc in user mode (very bad
|
||||
behavior) to crash. Fixes Colin McRae Rally 2.0.
|
||||
# Improved timing a bit more. Fixes GTA Advance.
|
||||
# Fixed a sprite clipping bug (fixes crash in third boss of Zelda:
|
||||
Minish cap)
|
||||
# Increased translation buffer size significantly (fixes Donkey Kong:
|
||||
King of Swing)
|
||||
# Fixed a dynarec bug causing add pc, reg to not work in Thumb code
|
||||
(fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden
|
||||
Sun, probably fixes other games)
|
||||
# Made sprites using tiles < 512 not display in modes 3-5 (fixes
|
||||
a couple minor graphical bugs)
|
||||
# Removed abort on instruction 0x00000000 hack, was breaking a
|
||||
certain bugged up game (Scurge)
|
||||
# Fixed bug in flags generating variable logical shifts (fixes
|
||||
SD Gundam Force)
|
||||
# Fixed unaligned 16bit reads (fixes DBZ:LoZ in game)
|
||||
# Redid contiguous block flag modification checking AGAIN and
|
||||
hopefully got it right this time (fixes Mario vs. Donkey Kong)
|
||||
# Redid ldm/stm instructions, fixing some cases (along with the
|
||||
timing improvements fixes Mario & Luigi)
|
||||
# Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot
|
||||
of games)
|
||||
# Completely redid memory handlers, accurately emulates open and
|
||||
BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon),
|
||||
Rayman, MMBN 1 (last dungeon), probably others.
|
||||
# Fixed a minor graphical glitch on the edges of the screen
|
||||
(thanks Brunni and hlide for the help!)
|
||||
# Fixed crash on loading savestates from files of games not currently
|
||||
loaded, but be sure you have the exact file you loaded it from or
|
||||
gpSP will exit.
|
||||
@ New memory handlers should provide performance boost for games
|
||||
that access VRAM significantly (ie 3D games)
|
||||
@ Added dead flag elimination checking for logical shifts, probably
|
||||
doesn't make a noticeable difference but should have been there
|
||||
anyway.
|
||||
+ Added rapidfire to the button mappings.
|
||||
+ Added auto frameskip. Removed fractional frameskip (don't think
|
||||
it's very useful with auto anyway). Select auto in the graphics/
|
||||
sound menu to activate it; frameskip value will act as the
|
||||
maximum (auto is by default on). Thanks again to Brunni for some
|
||||
help with this. Frameskip options are game specific.
|
||||
+ Added vsync to the rendering. Only occurs when frames aren't
|
||||
skipped. Seems to reduce tearing at least some of the time.
|
||||
+ Added non-filtered video option.
|
||||
+ Cheat support (Gameshark/Pro Action Replay v1-v3 only), still
|
||||
in early stages, doesn't support everything; codes may cause
|
||||
the game to crash, haven't determined yet if the codes are bad
|
||||
or the implementation is. See cheat section for more information.
|
||||
+ Added ability to change audio buffer size. Does not take affect
|
||||
until you restart the game.
|
||||
+ Added analog config options.
|
||||
+ Added ability to set analog sensitivity and turn off analog.
|
||||
+ Added ability to change the clock speed. This is a game specific
|
||||
option. Try lower speeds w/auto frameskip to save battery life.
|
||||
+ Fixed savestate speed on crappy Sony sticks.
|
||||
|
||||
(legend: # bug fix, + feature addition, @ optimization)
|
||||
|
||||
v0.8 - ("unlocked" beta)
|
||||
|
||||
NOTE 1: It has come to my attention that there are actually BIOSes
|
||||
out there that are being used that cause some games to not work.
|
||||
The BIOS md5sum listed here is for the BIOS actually in GBAs and
|
||||
is as accurate as you'll get, (if you have a GBA and a flashcart
|
||||
you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS)
|
||||
|
||||
NOTE 2: Since I know this is as far as a lot of people here I have a
|
||||
little request. Please, please, (I'd italicize this if I could)
|
||||
please stop constantly asking me when the next release will be,
|
||||
what it'll have, etc. And while you're at it, please stop asking me
|
||||
to implement wi-fi multiplayer, cheat support, or fix all of your
|
||||
games. Some things will happen in due time, other things might not
|
||||
ever happen. I devote about as much time as I can to this emulator
|
||||
and I carefully include as much as I can in releases to try to
|
||||
minimize the number of people who will nag me next time (erm, I
|
||||
mean, to make the most people happy), so I don't release every other
|
||||
day or anything like that. Sorry that I can't release once a week,
|
||||
but I'm a lot busier now than I was when I was first developing this
|
||||
emulator. Good thing I got the first version out before that, wasn't
|
||||
it?
|
||||
|
||||
Congratulations, you made it this far! Now read the rest of the this
|
||||
thing. *_*
|
||||
|
||||
|
||||
# Fixed bug in dead flag elimination, "alt" version no longer needed.
|
||||
# Fixed EEPROM saves being saved as 32kb instead of 512bytes/8kb
|
||||
+ 32MB ROM support has been added. ROMS are "demand loaded" as
|
||||
necessary and page swapped out; there might be a small loading lag,
|
||||
but I have yet to ever really notice anything.
|
||||
NOTE: 32MB ROM support only works for unzipped ROMs.
|
||||
+ Save states have been added. See the save state menu for save/load
|
||||
options.
|
||||
+ Support for the real-time clock (RTC) chip in Pokemon cartridegs
|
||||
and other games. The implementation is based off of VBA's, whatever
|
||||
notes on gbadev I could find, and some of my own reverse engineering
|
||||
of what the games do... it might not be totally correct. Also,
|
||||
setting the time does not work.
|
||||
+ Per-game configuration. Currently this only saves frameskip and
|
||||
frameskip variation options.
|
||||
+ Removed the flash type option from the menu and instead added it
|
||||
to game_config.txt. Hopefully got everything - let me know if you
|
||||
find something that isn't there. It's pretty easy to add them if you
|
||||
have to.
|
||||
+ Added a display in the upper left-hand corner to indicate when
|
||||
fast-forward is on.
|
||||
+ Added button bindings for save/load state.
|
||||
@ Found a fix of StrmnNrmn proportion: far too much unnecessary mutex
|
||||
synchronization was going on. Removing the two offending lines of
|
||||
code gave a massive speed boost for free. Enjoy.
|
||||
|
||||
v0.7 - (beta than ever)
|
||||
|
||||
# Fixed a dynarec bug involving flags generating functions in
|
||||
contiguous conditional blocks. Fixes music in Super Mario
|
||||
Advance 2-4.
|
||||
# Fixed a dynarec bug where Thumb mov imm instructions wouldn't
|
||||
set flags. Fixes Zelda: Minish Cap, Megaman Battle Network,
|
||||
probably others. Comes at a slight speed cost.
|
||||
# Fixed a MIPS dynarec bug where some delay slots might not
|
||||
get filled rarely, causing chaos. Don't know if it improves
|
||||
any games.
|
||||
# Improved self-modifying code detection. Makes Golden Sun,
|
||||
Golden Sun 2, and Madden 2007 sorta work but excrutiatingly
|
||||
slowly. Looking for a game-specific workaround for this - if you
|
||||
want to play these games you'll have to wait for now :(
|
||||
# Fixed a bug causing the interrupt disable flag to go down
|
||||
when SWIs are entered, causing crashes/resets. Fixes
|
||||
Super Mario Advance 2-4.
|
||||
# Fixed menu crashing when strings with certain characters are
|
||||
printed (for instance going to the menu after loading the
|
||||
BIOS)
|
||||
# Accidentally forgot to render win0 + win1 + objwin when all
|
||||
active at the same time, many weeks ago. Added that, should fix
|
||||
some parts in games that had frozen screens.
|
||||
# Fixed some issues with gpsp.cfg needing to be present and
|
||||
corrupting, hopefully. At the very least sanity checks are
|
||||
performed on the config file.
|
||||
# Made it so assigning the frameskip button to something besides
|
||||
triangle actually worked as expected.
|
||||
# Fixed ability to restart current game if nothing is loaded
|
||||
(ie, crash)
|
||||
# Added interrupt on cpsr modification support to the dynarec
|
||||
(fixes backgrounds in Castlevania: Harmony of Dissonance)
|
||||
# Added open addressing for ldm/stm instructions (fixes
|
||||
Super Mario Advance 3)
|
||||
# Improved cycle accuracy a little. Don't know of anything this
|
||||
fixes, but games with idle loops will run a little better w/o
|
||||
idle loop elimination (but should still be added when possible)
|
||||
# Fixed some bugs causing sound to play sometimes when it shouldn't.
|
||||
@ Added dead flag elimination for Thumb code. May possibly have
|
||||
noticeable performance increases (Thumb emited coded size can
|
||||
have a reduction of 20% or more)
|
||||
@ Added code generation for divide SWI. May have a small speed
|
||||
increase in some games.
|
||||
+ Added analog nub support (special thanks to psp298 for the
|
||||
code)
|
||||
+ Added fractional frameskip. Go below 0 to get them. A frameskip
|
||||
of 1/2 for instance means render 2 out of every 3 frames, 2/3
|
||||
means render 3 out of every 4 frames, etc. Possibly useful for
|
||||
games that are not quite fast enough at fs0 but fullspeed at
|
||||
fs1...
|
||||
|
||||
v0.6 - (still beta quality, look out for new bugs)
|
||||
|
||||
NOTE: Please include gpsp.cfg with EBOOT.PBP, this shouldn't be
|
||||
necessary but I think it is right now.
|
||||
|
||||
# Fixed a nasty bug that shouldn't have made it into the initial
|
||||
release; a lot of games that TECM.. erm.. crash won't anymore.
|
||||
NOTE: This doesn't mean that no game will ever crash, freeze,
|
||||
otherwise not work.
|
||||
# Fixed some crashes in the GUI and the ability to "go up" past
|
||||
ms0:/PSP. Made the "go up" button square like it was supposed to
|
||||
be (instead of cross).
|
||||
+ There's now a menu that you can access, by default press right
|
||||
while holding down triangle for the frameskip bar.
|
||||
+ Menu option: resize screen aspect ratio, the default is now
|
||||
"scaled 3:2" which makes it look more like a normal GBA. You
|
||||
can use "fullscreen" (what it was like before) or "unscaled 3:2"
|
||||
(tiny but pixel for pixel like a GBA)
|
||||
+ Menu option: You can now load new games while the current one
|
||||
is running.
|
||||
+ Menu option: You can now restart the currently running game.
|
||||
+ Menu option: Frameskip variation - this defaults to "uniform"
|
||||
whereas it defaulted to "random" last release. Basically, turn
|
||||
it on random if you find that frameskip causes flickering
|
||||
animations to make things disappear. Other than that it will
|
||||
generally look better on uniform.
|
||||
+ GUI and file loading now have "auto repeat" on the buttons so
|
||||
they're not such a pain to navigate.
|
||||
+ Menu option: Added support for 128KB flash ROM, some games
|
||||
require it (Pokemon Firered/Leaf Green, Super Mario Advance 4),
|
||||
turn it on before running the game to make sure it works.
|
||||
NOTE: There are some versions of these ROMs that have been
|
||||
hacked to get around their 128KB flash, and may not even work
|
||||
properly at all. Look out for them, these games should save
|
||||
128KB save files after you set the setting to it, IF they use
|
||||
128KB flash.
|
||||
+ Menu option: Added ability to make the .sav files only update
|
||||
when you exit the emulator, use with extreme caution (in other
|
||||
words, it's not a good idea to use something like this in beta
|
||||
quality software if you care about your saves). Does NOT update
|
||||
if you exit through the home button, don't use the home button
|
||||
if you can help it.
|
||||
+ Zip support thanks to SiberianSTAR. It will load the first file
|
||||
with the extension .gba or .bin that it finds.
|
||||
+ Menu options are saved to gpsp.cfg. Note that it does not save
|
||||
frameskip options or flash ROM options because these are very
|
||||
per game particular.
|
||||
+ The emulator will now try to save backup files to something
|
||||
more matching the backup size than a fixed 64KB.
|
||||
@ Loading ROMs and the auto save of the .sav files is MUCH faster
|
||||
now. Thanks for the heads up on how to improve this from pollux!
|
||||
@ While coding for the screen resize code I found that SDL just
|
||||
wasn't cutting it and had to code for the GU myself. Turns out
|
||||
the new code is faster (but because it is render code any
|
||||
improvement will be diminished to nothing as frameskip is
|
||||
increased). Special thanks to Zx-81 for the tips on this one
|
||||
and for his GU code in the PSPVBA source as an example.
|
||||
@ Added some games to game_config.txt. Note that not all versions
|
||||
of these ROMs will work with these options, try to use the USA
|
||||
version if possible.
|
||||
|
||||
8-19-2006 v0.5 - Initial release (public beta quality)
|
||||
|
||||
|
||||
-- About --
|
||||
|
||||
gameplaySP (gpSP for short) is a GBA emulator written completely from
|
||||
scratch. It is still pretty young (only having started a 3 months prior
|
||||
to the first release) and thus rather immature, but it does a decent
|
||||
job of playing a number of games, and is being improved upon somewhat
|
||||
regularly. It is currently somewhat minimalistic, in the sourcecode,
|
||||
presentation, and features. Its number one focus is to deliver a GBA
|
||||
gaming experience in the most playable way that PSP can manage, with
|
||||
frills being secondary (although still a consideration, at least for
|
||||
some of them).
|
||||
|
||||
Having said that, optimization was the important way in achieving this
|
||||
goal, with overall compatability being a near second. Because of this
|
||||
some games may not run at the favor of running more games significantly
|
||||
better. Of course, the compatability will improve with time. The
|
||||
compatability in the current version (0.8) is perhaps around 80%
|
||||
(assuming the correct BIOS image is used).
|
||||
|
||||
Many games will run at their best out of the box, but some games will
|
||||
run very slowly unless idle loops are taken care of. There is a supplied
|
||||
ROM database, game_config.txt, that gives idle loop targets and other
|
||||
settings that may help a game to run better (or at all) on a per-game
|
||||
basis. Currently (as of version 0.8) a few dozen games are on this list,
|
||||
mostly only USA versions. This list will continue to be updated; there's
|
||||
no real telling exactly how many of the ~2500 GBA games will need to
|
||||
appear here.
|
||||
|
||||
gpSP currently requires an authentic GBA BIOS image file to run. It will
|
||||
make no effort to run without one present; this file is 16kb and should
|
||||
be called gba_bios.bin and present in the same location as the EBOOT.PBP
|
||||
file. Please do not ask me where to obtain this, you'll have to look
|
||||
online or grab it from a GBA. Note that it is not legal to have this file
|
||||
unless you own a GBA, and even then it's rather gray area.
|
||||
|
||||
|
||||
|
||||
-- Features --
|
||||
|
||||
gpSP mostly emulates the core Gameboy Advance system. As of right now it
|
||||
does not emulate any special hardware present on various GBA cartridges.
|
||||
|
||||
|
||||
What it emulates:
|
||||
|
||||
GBA CPU: All ARM7TDMI ARM and Thumb mode opcodes except block memory w/
|
||||
s-bit (probably aren't used in GBA games)
|
||||
Video: Modes 0, 1, 2 almost completely, basic 3-5 support, sprites,
|
||||
windows/OBJ windows
|
||||
Interrupts: HBlank, VBlank, all timers, all DMA channels, keypad
|
||||
DMA: Immediate, HBlank, VBlank, sound timer triggered
|
||||
Sound: Both DirectSound channels and all 4 GBC audio channels
|
||||
Input: Basic GBA input delivered through PSP controls
|
||||
Cartridges: Currently supports ROMs up to 32MB in size (the maximum for
|
||||
GBA) with the technique of ROM page swapping to fit within PSP's RAM.
|
||||
Backup: 32/64kb SRAM, 64/128kb flash, 512bit/8kb EEPROM
|
||||
RTC: The real-time clock present in cartridges such as most of the
|
||||
Pokemon games and some others.
|
||||
|
||||
|
||||
What it lacks:
|
||||
|
||||
Video: No mosaic, bitmap modes lack color effects (alpha, fades),
|
||||
there might be some minor inaccuracies in blending...
|
||||
Cycle accuracy: Very cycle innacurate; CPU is effectively somewhat
|
||||
overclocked, meaning games with rampant idle loops will probably run
|
||||
rather poorly. DMA transfers effectively happen for free (0 cycle).
|
||||
Please do NOT use gpSP as a first source for developing GBA homebrew,
|
||||
try No$GBA instead.
|
||||
|
||||
|
||||
Additional features it has:
|
||||
- The ability to attempt to run games at faster than GBA speed (sometimes
|
||||
they can end up a lot faster, other times not so much)
|
||||
- Savestates: the ability to save a game's state to a file and resume
|
||||
playing where you left off later.
|
||||
- Mild cheat support
|
||||
|
||||
|
||||
Features that it doesn't have (please don't ask me to implement these!)
|
||||
- Wi-fi multiplayer
|
||||
|
||||
|
||||
-- Controls --
|
||||
|
||||
The default control scheme is very simple. If you don't like it you can
|
||||
change it in the configuration menu.
|
||||
|
||||
At the ROM selection screen:
|
||||
|
||||
Up/down: navigate current selection window.
|
||||
Left/right: switch between file window and directory window.
|
||||
Circle/start: select current entry.
|
||||
Square: go one directory up.
|
||||
|
||||
In game:
|
||||
|
||||
Up/down/left/right: GBA d-pad
|
||||
Circle: GBA A button
|
||||
Cross: GBA B button
|
||||
Square/start: GBA start button
|
||||
Select: GBA select button
|
||||
Left trigger: GBA left trigger
|
||||
Right trigger: GBA right trigger
|
||||
Triangle: Adjust frameksip
|
||||
|
||||
In frameskip adjustment:
|
||||
|
||||
Hold down triangle to keep up, press up/down to increase/decrease
|
||||
frameskip, respectively. Press down at 0 to change to auto, and up
|
||||
at auto to change to 0.
|
||||
|
||||
In the menu:
|
||||
|
||||
Up/down: navigate current menu.
|
||||
Left/right: change value in current menu selection (if a value is present)
|
||||
Circle/start: select current entry (see help for entry to see what this means)
|
||||
Square: exit the current menu.
|
||||
|
||||
|
||||
-- Frameskip --
|
||||
|
||||
The purpose behind frameskip is to cause the emulator to not render every
|
||||
frame of graphics to make the emulation closer to fullspeed. Many games will
|
||||
run fullspeed without skipping any frames, however, some (particularly more
|
||||
graphically demanding ones) will require this.
|
||||
|
||||
Frameskip can be set to two forms, either auto or manual. Auto will attempt
|
||||
to skip only as many frames as necessary to make the game full speed, and
|
||||
will not skip more than 4 in a row no matter what speed the game runs at
|
||||
(at this point the benefits of frameskip yield diminishing returns).
|
||||
|
||||
It is recommended that you keep frameskip on auto, but manual is maintained
|
||||
as an option if you want it and works as follows:
|
||||
|
||||
Manual frameskip will only render one out of every (n + 1) frames, where n
|
||||
is the current frameskip value (so 0 will render everything). Increasing
|
||||
the frameskip can improve speed, especially with very graphically
|
||||
intensive games.
|
||||
|
||||
|
||||
-- Cheats --
|
||||
|
||||
Currently, gpSP supports some functionality of Gameshark/Pro Action Replay
|
||||
cheat codes. To use these, you must first make a file with the same name
|
||||
as the ROM you want the cheat code to apply to, but with the extension .cht.
|
||||
Put this file in the same directory as the ROM. To make it use a normal
|
||||
text editor like notepad or wordpad if you're on Windows.
|
||||
|
||||
To write a code, write the type of model it is, gameshark_v1, gameshark_v3,
|
||||
PAR_v1, or PAR_v3. gameshark_v1/PAR_v1 and gameshark_v3/PAR_v3 respectively
|
||||
are interchangeable, but v1 and v3 are not! So if you don't know which
|
||||
version it is, try both to see if it'll work.
|
||||
|
||||
Then, after that, put a space and put the name you'd like to give the cheat.
|
||||
|
||||
On the next several lines, put each cheat code pair, which should look like
|
||||
this:
|
||||
|
||||
AAAAAAAA BBBBBBBB
|
||||
|
||||
Then put a blank line when you're done with that code, and start a new code
|
||||
immediately after it. Here's an example of what a cheat file should look
|
||||
like:
|
||||
|
||||
|
||||
gameshark_v3 MarioInfHP
|
||||
995fa0d9 0c6720d2
|
||||
|
||||
gameshark_v3 MarioMaxHP
|
||||
21d58888 c5d0e432
|
||||
|
||||
gameshark_v3 InfHlthBat
|
||||
6f4feadb 0581b00e
|
||||
79af5dc6 5ce0d2b1
|
||||
dbbd5995 44b801c9
|
||||
65f8924d 2fbcd3c4
|
||||
|
||||
gameshark_v3 StopTimer
|
||||
2b399ca4 ec81f071
|
||||
|
||||
|
||||
After you have written the .cht file, you have to enable the cheats
|
||||
individually in the game menu. Go to the Cheats/Misc menu, and you will
|
||||
see the cheats; turn them on here. You may turn them on and off as you
|
||||
please, but note that some cheats may still hold after you turn them off,
|
||||
due to the nature of the system. Restart to completely get rid of them.
|
||||
|
||||
IMPORTANT NOTES:
|
||||
|
||||
This is still very work in progress! I basically added this in only 1.5
|
||||
or so hours, and I don't have a lot of time right now to work on it
|
||||
before releasing. So I'll probably improve it later.
|
||||
|
||||
Not all of gameshark's features are supported, especially for v3. Only
|
||||
basic cheats will work, more or less.
|
||||
|
||||
Cheats may be unstable and may crash your game. If you're having problems
|
||||
turn the cheats off.
|
||||
|
||||
Really, there's no guarantee that ANY cheats will work; I tried a few and
|
||||
some seem to work, others are questionable. Try for yourself, but don't
|
||||
expect anything to actually work right now. Do expect this feature to
|
||||
improve in future versions.
|
||||
|
||||
|
||||
|
||||
-- Frequently Asked Questions --
|
||||
|
||||
Q) How do I run this on my PSP?
|
||||
|
||||
A) Provided is an EBOOT.PBP which will run as is on a 1.0 firmware
|
||||
PSP or custom firmware that can run unsigned EBOOTs. On 1.5 firmwares
|
||||
you must use a kxploit tool to run it (try SeiPSPtool). On 2.0
|
||||
firmwares and higher further exploits must be used - see
|
||||
http://pspupdates.qj.net/ for more information. Note that I have NOT
|
||||
tested this emulator on any firmware version besides 1.5, and it's
|
||||
very possible that it doesn't run well, or at all on higher versions.
|
||||
Therefore I strongly recommend you downgrade if possible, and use
|
||||
Devhook to run games that require > 1.5 version firmwares.
|
||||
|
||||
Be sure to include in the same directory as the EBOOT.PBP file the
|
||||
game_config.txt file included and the gba_bios.bin file which you
|
||||
must provide yourself.
|
||||
|
||||
gpSP does not run on PSPs with version 2.71 or higher firmware yet,
|
||||
nor does any other homebrew executable.
|
||||
|
||||
|
||||
Q) What is a BIOS image file? Why do I need it to run gpSP? Other GBA
|
||||
emulators don't require this...
|
||||
|
||||
A) The GBA BIOS image file is a copy of a ROM on the GBA system that
|
||||
has code for starting up the GBA (it shows the logo), verifying the
|
||||
game, and most importantly, providing utility functions for the games
|
||||
to use. It is the latter that gpSP needs the BIOS present for. It's
|
||||
possible to replace all of these functions with equivilent code, but
|
||||
this will take time - in the future gpSP may not require a BIOS image.
|
||||
|
||||
|
||||
Q) I can't find this BIOS image.. please send it to me.
|
||||
|
||||
A) Sorry, but you're on your own. I won't send you a BIOS or tell you
|
||||
where to get one (unless you want to rip it from a GBA yourself, in
|
||||
which case I'll just give you the same link at the top). I can't do
|
||||
this because it's not legal to send it around and I don't want to
|
||||
get a reputation for illegally distributing BIOS images.
|
||||
|
||||
|
||||
Q) How do I know I have the right BIOS?
|
||||
|
||||
A) If you have md5sum you can check if it has this hash:
|
||||
a860e8c0b6d573d191e4ec7db1b1e4f6
|
||||
That BIOS should work fine. I think that some others work fine too,
|
||||
although I haven't confirmed this with absolute certainty. It's also
|
||||
theoretically possible to use custom (and free) BIOS replacements,
|
||||
but I don't know of any publically availablone ones.
|
||||
|
||||
As far as I'm aware there are two BIOSes floating around, I doubt
|
||||
you'll get one that isn't one of those two. There's a very easy way
|
||||
to determine which one you have - just look at the very first byte in
|
||||
a hex editor. The correct BIOS begins with 0x18, the buggy BIOS begins
|
||||
with 0x14.
|
||||
|
||||
|
||||
Q) My favorite game won't run.
|
||||
|
||||
A) There probably isn't anything you can do about this, although a
|
||||
change to game_config.txt might help. gpSP is still an emulator in
|
||||
its infancy so the compatability is not superb. I don't have time
|
||||
to test too many games so I'm releasing it as a public beta to get
|
||||
a feel for some things that don't work. The next version could
|
||||
perhaps fix it, or it might never run. There are always other
|
||||
emulators of course, please try one.
|
||||
|
||||
However, before nagging me there is one thing I recommend you try,
|
||||
and that is to add the option "iwram_stack_optimize = no" for the
|
||||
game in game_config.txt. See the file itself for more information
|
||||
on how to do this. If this fixes your game (and it's not already
|
||||
in the game_config.txt) please tell me about it.
|
||||
|
||||
|
||||
Q) My favorite game is very slow.
|
||||
|
||||
A) Emulating GBA takes a number of resources and getting it done well
|
||||
on PSP is no simple task by any means. Some games are just going to
|
||||
overwhelm the emulator completely. Of course, there is one special
|
||||
case of game (a lot of early generation games fall under this
|
||||
category) that can be made much faster by a simple addition to the
|
||||
game_config.txt file. Wait for a new version of this file or the
|
||||
next version of the emulator and the game may be improved.
|
||||
|
||||
That aside, there are still numerous optimizations that can be done,
|
||||
and I sure you future versions will be faster (I just can't tell you
|
||||
how much)
|
||||
|
||||
Also, a lot of games will be sped up considerably by adding an
|
||||
idle_loop_eliminate_target line for it in game_config.txt. There
|
||||
are some more obscurer options there that can improve speed too. If
|
||||
the game is VERY slow there might be something wrong with its
|
||||
emulation that can be improved. For instance, if you can't get a game
|
||||
to run fullspeed on any frameskip you should e-mail me about it.
|
||||
|
||||
|
||||
Q) Some games run fullspeed but the sound is messed up. Why?
|
||||
|
||||
A) At least 9 out of 10 times it means the game isn't really running
|
||||
full speed, but just that you can't notice the difference. Increasing
|
||||
frameskip will almost always improve sound quality in these
|
||||
situations, to a certain point (after around frameskip 3 you
|
||||
probably won't be seeing many more returns if it isn't already
|
||||
fullspeed). The rest of the time it means there's a bug somewhere else
|
||||
in the emulator, probably in the CPU core. Chances are that all you
|
||||
can do is wait for it to be fixed in a later release.
|
||||
|
||||
|
||||
Q) The emulator crashed!
|
||||
|
||||
A) Most games that don't run will probably take the emulator down with
|
||||
it, or it could be an emulator bug completely unrelated to the game
|
||||
(but unlikely). Press home and wait for the next version.
|
||||
|
||||
There is some information that comes up when the game crashes. This
|
||||
information may be slightly useful to me, but chances are it
|
||||
usually won't be all that interesting.
|
||||
|
||||
These days games are more likely to exit with a "bad crash" error.
|
||||
This number is possibly useful to me, but to debug a game I'll have
|
||||
to reproduce the crash anyway. When this happens it's probably due to
|
||||
a bug in the CPU core that hasn't been fixed yet.
|
||||
|
||||
|
||||
Q) Why won't my game save?
|
||||
|
||||
A) The game might need 128KB flash turned on and might not be listed in
|
||||
game_config.txt. See game_config.txt for more information regarding
|
||||
this. Be sure to include game_config.txt with the EBOOT.PBP file.
|
||||
|
||||
Other games might simply have bugs in the save support. For now, use
|
||||
savestates as an alternative if you can't save.
|
||||
|
||||
|
||||
Q) How do I change sound quality?
|
||||
|
||||
A) Right now, you can't. For those wondering, sound is locked at 44.1KHz
|
||||
(sounds a bit high? It is, but it's currently necessary to play
|
||||
everything correctly). I don't have any plans to allow changing this
|
||||
right now, because I don't think there's really much reason to be
|
||||
able to (it'd be a tiny speed boost at best and I don't think SDL even
|
||||
allows for anything besides this sampling rate on PSP)
|
||||
|
||||
|
||||
Q) What is this emulator's name?
|
||||
|
||||
A) Um.. what? It's gameplaySP, isn't it? You call it gpSP for short.
|
||||
Somehow the name can't have the acronyms gbSP, gbapSP, or really
|
||||
just about anything else you feel like giving it. Oh, and if you
|
||||
really want to make me happy get the capitalization right too.
|
||||
That's gpSP, not gPSP, GPsp.. you get the idea.
|
||||
|
||||
|
||||
Q) Does gpSP run Gameboy/Gameboy Color games? Will it later?
|
||||
|
||||
A) No. Even though GBA can run these games it uses separate hardware
|
||||
that proper GBA games have no access to (save for the audio chip),
|
||||
and thus there's no point including it in a GBA emulator (it
|
||||
doesn't help run GBA games). I recommend using a GB/GBC emulator
|
||||
like Rin for playing these games. It'll probably give you a lot
|
||||
more options anyway. gpSP will never actually emulate GB/GBC
|
||||
games. You'd may as well be waiting for it to emulate PS2 games...
|
||||
(that was an analogy. gpSP won't ever emulate PS2 games. >_>)
|
||||
|
||||
|
||||
Q) Other emulators use the PSP's graphical hardware to accelerate the
|
||||
video emulation. Is this possible for gpSP?
|
||||
|
||||
A) I'm honestly not too sure at this point. It's definitely a rather
|
||||
complicated procedure, and I don't think it'll be possible to
|
||||
accurately accelerate alpha blending. On the other hand, affine
|
||||
transformations could perhaps receive a speed boost this way. Any
|
||||
solution would have to be hybrid hardware/software, which might be
|
||||
possible due to the nature of the PSP's VRAM. Maybe someone will
|
||||
be willing to help me think of possibilities here?
|
||||
|
||||
But don't bother of you're just going to tell me to render a list
|
||||
of quads...
|
||||
|
||||
|
||||
Q) Other emulators use the PSP's second CPU to offload the sound
|
||||
emulation. Is this possible for gpSP?
|
||||
|
||||
A) Yes, but it wouldn't improve it nearly as much as say, SNES9x TYL.
|
||||
This is because most of the processing that goes into sound on a GBA
|
||||
game is done in the CPU, not in dedicated audio hardware. It could
|
||||
help a little, but probably not a lot. Maybe enough to be worthwhile.
|
||||
It might also be possible to split the video rendering to the main
|
||||
CPU and the main emulation to the secondary one, but there are a lot
|
||||
of coherency issues involved.
|
||||
|
||||
|
||||
Q) I heard gpSP can only load games 16MB or smaller in size. Is this
|
||||
true? What about zipped games?
|
||||
|
||||
A) As of version 0.8 gpSP can play 32MB ROMs. However, they must be
|
||||
unzipped. The reason for this is that parts of the ROM are constantly
|
||||
loaded to memory as needed, and for this to be as fast as possible the
|
||||
ROM has to be present on the memory stick in raw format.
|
||||
|
||||
You might be wondering, why not just have gpSP unzip the ROM to a file
|
||||
then delete the file when it is done? The reason why is because this
|
||||
would impose a "hidden" requirement of 32MB on the user that very
|
||||
likely may not be there. Furthermore, there are only a few 32MB games
|
||||
that anyone actually wants to play. If you only have one 32MB game on
|
||||
your memstick then it'd actually require signifnicantly more free space
|
||||
to hold both the ROM and the 32MB raw file. With 2 32MB ROMs you only
|
||||
gain a around 10-25MB of free space, depending on how effective the
|
||||
compression is.
|
||||
|
||||
|
||||
Q) Savestates? From other emulators??
|
||||
|
||||
A) See the savestates option in main menu. gpSP will probably never
|
||||
support savestates from other emulators, there's just too much in the
|
||||
way of emulator specific data in them.
|
||||
|
||||
Savestates are currently 506,943 bytes. They would be a little smaller
|
||||
without the snapshot, but I find that very useful and it wouldn't help
|
||||
size immensely. Compression would help, but I wanted the size to be
|
||||
constant so you knew exactly how much you could hold and to improve
|
||||
save/load speed.
|
||||
|
||||
|
||||
Q) What's with the zip support?
|
||||
|
||||
A) I hear stories that some games work unzipped and not zipped, so you
|
||||
might want to try unzipping them if it gives you problems. You also
|
||||
might want to try making fresh zips with WinRAR - users have
|
||||
reported some higher success rates doing this.
|
||||
|
||||
|
||||
Q) What's with the config file? Should I make it read only?
|
||||
|
||||
A) There was a bug in version 0.6 that caused the config file to not
|
||||
get updated or get corrupted sometimes. Hopefully this is fixed now,
|
||||
but if it DOES get corrupted making it read only can prevent this
|
||||
from happening in the future.
|
||||
|
||||
|
||||
Q) So when WILL the next version be released?
|
||||
|
||||
A) Sorry, but I almost never announce release dates. Furthermore, I'll
|
||||
probably be pretty hush hush on internal development, just to keep
|
||||
people from nagging me about it and building too much suspense.
|
||||
|
||||
|
||||
Q) I don't like this emulator. Are there other alternatives?
|
||||
|
||||
A) Yes. Try PSPVBA by Zx-81 (http://zx81.dcemu.co.uk/). Overall I doubt
|
||||
the compatability is significantly higher than gpSP's anymore, but
|
||||
I'm sure there are some games it runs that gpSP doesn't.
|
||||
|
||||
|
||||
Q) I heard there was a version of gpSP for PCs. Is that true?
|
||||
|
||||
A) I developed this emulator internally on PC. It might have a speed
|
||||
advantage over other PC GBA emulators, although the PSP version has
|
||||
more sophisticated optimizations. Most people have fast enough
|
||||
computers to run better GBA emulators for PC and gpSP lacks some
|
||||
important features (screen resizing) that the PSP version kinda
|
||||
hides. Even though gpSP spent a majority of its development
|
||||
gestation as a PC app it was always developed with the PSP in mind,
|
||||
so the PC version will probably not see the light of the day unless
|
||||
I get overwhelming demand for it. It is, however, possible to
|
||||
build it from the source. But I request that you don't distribute
|
||||
such builds. If you happen to find one, bear in mind that I don't
|
||||
offer any support for it, and as far as I'm concerned it won't
|
||||
exist.
|
||||
|
||||
|
||||
Q) I hear there's a version of gpSP for other platforms too, like
|
||||
Dreamcast. And I hear they're slow! What gives?
|
||||
|
||||
These are ports, done by other people (or maybe myself?). This is
|
||||
possible because gpSP is open source and its base version is fairly
|
||||
portable, but to run fast enough on anything but platforms quite a
|
||||
bit faster than PSP it at least needs a CPU specific dynarec backend.
|
||||
|
||||
I don't (necessarily) maintain all builds of gpSP, so you'll have to
|
||||
contact the authors of these ports for more information. That
|
||||
notwithstanding, I try to get as involved in other ports of gpSP as
|
||||
I can.
|
||||
|
||||
|
||||
Q) I want to modify gpSP. How can I do this, and am I at liberty to do
|
||||
so?
|
||||
|
||||
A) Yes, you are, under the terms of the GPL (see the included
|
||||
COPYING.DOC). You can download the sourcecode from whereever you
|
||||
downloaded this; if you can't find it please e-mail me and I'll give
|
||||
you a link to it. I would vastly appreciate it if you contacted me first
|
||||
before forking my project, especially if you're just looking to gain
|
||||
recognition without adding much to it. It's better to keep all changes
|
||||
tidy in one branch of development.
|
||||
|
||||
I would like to stress this a little more seriously (hopefully those
|
||||
interested are reading this). Although you are legally entitled to
|
||||
release your own forks of gpSP it would be much more benficial to me,
|
||||
to you, and to the users of this program if you instead tried working
|
||||
with me to get your changes incorporated into the next version. I
|
||||
really don't feel like competing with other builds of my source
|
||||
anymore, so please do me a big favor and send me an e-mail if you want
|
||||
to work with gpSP.
|
||||
|
||||
|
||||
Q) How do I build gpSP?
|
||||
|
||||
A) make will build it. You need to have SDL for PSP installed, as well
|
||||
as the standard PSP toolchain/PSPSDK and zlib. gpSP isn't much of a
|
||||
"build it yourself" program so please don't bother me much about how to
|
||||
build it unless you have a good reason for wanting to do so.
|
||||
|
||||
|
||||
Q) What is with the version numbers?
|
||||
|
||||
A) Anything less than 1.0 means beta. Beta means that I still have major
|
||||
plans for working on it, and that I don't fully back it as being
|
||||
stable or reliable software. Of course, if it does hit 1.0, that doesn't
|
||||
mean it'll be perfect. It just means I'll have spent a lot of cumulative
|
||||
time working things out. The closer it gets to 0.9, the happier I am with
|
||||
it overall.
|
||||
|
||||
|
||||
Q) Donations?
|
||||
|
||||
A) Very appreciated. exophase@gmail.com on PayPal. <3
|
||||
|
||||
|
||||
Q) How can I contact you?
|
||||
|
||||
A) exophase@gmail.com, Exophase on AIM, exophase@adelphia.net on MSN. I
|
||||
welcome IMs, but if you nag me a lot you'll make me sad inside. And
|
||||
don't ask me for ROMs or the GBA BIOS. I figured this was common sense
|
||||
but apparently not.
|
||||
|
||||
|
||||
-- Credits --
|
||||
|
||||
Exophase: main developer
|
||||
siberianSTAR: zip support
|
||||
psp298: analog nub code
|
||||
|
||||
Beta testers for 0.7:
|
||||
theohsoawesome1
|
||||
thisnamesucks837
|
||||
blackdragonwave9
|
||||
dagreatpeewee
|
||||
xsgenji
|
||||
|
||||
Beta testers for 0.8:
|
||||
Runaway_prisoner
|
||||
theohsoawesome1
|
||||
tanyareimyoko
|
||||
spynghotoh2020
|
||||
|
||||
Beta testers for 0.9:
|
||||
RunawayPrisoner (my right hand man)
|
||||
Veskgar (my left hand man)
|
||||
qasim
|
||||
|
||||
-- Special thanks --
|
||||
|
||||
Quasar84: He's helped me in so many ways with this. We both kinda learned
|
||||
GBA together, he did little demos for me and I got them emulated. It was
|
||||
great trying out your more advanced code for your own projects once you
|
||||
got to them, it was equally rewarding to see your work and to be able to
|
||||
run it at the same time. Least of all I wouldn't have been able to do any
|
||||
of this without your constant support and presence. I really owe this
|
||||
release to you.
|
||||
|
||||
gladius: You are an amazing GBA coder. I wouldn't have been able to get
|
||||
through some tough parts without your help. Its been good talking about
|
||||
ideas with you.. I'm sure you're glad to see that there's finally a GBA
|
||||
emulator with dynarec ;)
|
||||
|
||||
|
||||
Many, many others of course, probably too many to name, and I don't want
|
||||
to make anyone feel bad by putting others above them (well, except those
|
||||
two, heh) so if you think you should be on here, you probably should be!
|
||||
Just pretend you are for now, and maybe I'll put you here next time.
|
||||
|
||||
Reference in New Issue
Block a user