Author Topic: pcsx4all 2.4 UPDATE 2017-01-05  (Read 30737 times)

dmitry_smagin (OP)

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pcsx4all 2.4 UPDATE 2017-01-05
« on: May 31, 2016, 08:39:28 am »
Behold,
this is PCSX4ALL 2.4 ported to GCW Zero.

Yeah, this is for real.




Download opk: http://prizma.bmstu.ru/~exmortis/opk/pcsx4all.opk
Source code: https://github.com/dmitrysmagin/pcsx4all

Compatibility list: https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0

Quick start:
- Put bios file scph1001.bin (in lower case!) to /media/home/.pcsx4all/bios
- Run emulator, go to Core Settings, set BIOS from HLE to scph1001.bin

Core Settings
Emulation core: int/rec - choice between interpreter and recompiler
Cycle multiplier - adjust cpu cycles (range 0.5 - 3.0), the default is 2.0
HLE emulated BIOS: on/off  - use high level bios emulation (HLE) or real bios image
Set BIOS file - press A to browse for bios image
RCntFix: on/off - enable/disable hack for Parasite Eve 2, Vandal Hearts 1/2
VSyncWA: on/off - enable/disable hack for InuYasha Sengoku

GPU Settings
Show FPS: on/off - display some debug info for testing purposes
Frame Limiter: on/off - limit fps to 50 or 60 (better disable for more smoothness)
Frame Skip - set frame skipping (off/auto/1..4)
Interlace: on/off - don't render even scanlines
Dithering: on/off - dither color (most prominent in Silent Hill)
Lighting: on/off
Fast lighting: on/off
Blending: on/off
Pixel skip: on/off - skip rendering pixels which are not visible due to downscaling

SPU Settings
XA audio: on/off - enable/disable XA audio
CDDA audio: on/off - enable/disable CDDA audio
Audio sync: on/off - enable/disable audio synchronizing (better disable with auto frameskip)
SPU updates per frame: 1 .. 32
Forced XA updates - enable/disable queueing XA interrupts sooner than usual (fixes audio dropouts)
IRQ Fix: on/off - enable/disable SPU IRQ always acknowledged (fixes audio in very few games, better off)
Interpolation - audio interpolation (none/simple/gaussian/cubic)
Reverb: on/off
Master volume: 0 .. 16

In-game key mappings
PSX button - GCW Zero button(s)
D-PAD       D-PAD
Triangle    X
Square     Y
Circle        A
Cross        B
Start           Start
Select      Select + B
L1            L
R1           R
L2           Select + L
R2           Select + R
menu      Select+Start

In-game menu
Swap CD - yes, changing disks works for multi-CD games
Load state - press left/right to alter save slot
Save state
Quit

Filetypes supported: bin (+cue), img, mdf (+mds), iso, pbp, cbn

UPDATE 2017-01-05
- more correct emulation of cpu quirks (senquack) which fixed the following games:
   Jackie Chan Stuntmaster
   Tomb Raider 2, 4, 5
   Mortal Kombat 3
   Mortal Kombat Trilogy
Version 2.4 - UPDATE 2016-12-24
- numerous fixes to gpu_unai and emu engine (senquack)
- dithering for gpu_unai (johnnyonflame)
- menu revamped, more options (senquack, d_smagin)
- added interpreter choice to the menu (slow, but more compatible)
- reworked load/save states menu, added preview screenshots (senquack)
- fixes for mipsrec: Tekken 2, Tekken 3, Skullmonkeys (d_smagin)
- more fixes for mipsrec - R-types, Cart Worls Series, Mega Man X6 (senquack)
UPDATE 2016-08-15:
- fix: Loading savestates restores original resolution (senquack)
- implemented a new event/interrupt scheduler queue (senquack)
- mips recompiler is improved and optimized (delay slots are used where possible, cycle stalls are avoided where possible, calls to psxBranchTest() are reduced etc). This allowed to gain 15-20 more fps depending on each particular game. (senquack)

UPDATE 2016-06-15:
- Fixed root counters code (taken from pcsx_rearmed), this improved timings and made the whole emulation more accurate. As a result, input is no more getting stuck occasionally in Cotton and Metal Slug X. (senquack)

UPDATE 2016-06-05:
- Added multi-CD boot/swap for for PSP Eboot .pbp images (senquack)
- Reset to default values in Settings menu (zear)
- Emulator is no more picky about case-sensitivity for bios name (zear)

UPDATE 2016-06-03:
- Build date and time are now displayed in menu
- [HLE] Fixed malloc(), Burning Road doesn't crash and worls fine;
- [HLE] More checks for errors in malloc(); Need for Speed 2 doesn't crash but gets stuck on loading screen

UPDATE 2016-06-01:
- [HLE] Fixed HLE (previously it didn't seem to work at all), now a lot more games work without bios
- [HLE] Fixed heap initialization; Grand Theft Auto 2 doesn't crash anymore
- [HLE] Check negative lengths in mem***() functions; Contra Legacy of War doesn't crash anymore
- [mipsrec] Disabled memory optimization; G. Darius works now

Changelog
- PCSX4ALL 2.3 is used as a code base, Uli's recompiler is transplanted from psx4all-dingoo (Dmitry Smagin)
- Uli's mips-to-mips recompiler is greatly cleaned up and optimized (Dmitry Smagin)
  added missing opcodes recompilation (DIV, DIVU, MFHI, MTHI, MFLO, MTLO, LWL, LWR, SWL, SWR);
  optimized for mips32r2 using seb/seh/ext/ins opcodes;
  added missing GTE opcodes recompilation (CFC2, CTC2, MFC2, MTC2, LWC2, SWC2)
- Backported SPU plugin from pcsx_rearmed (senquack),
  fixed CDDA audio in many games (NFS3, GTA1 etc)
- Fixed and improved gpu_unai plugin (senquack),
  fixed blending in Silent Hill (no more white squares around characters)
  fixed polygon inaccuracy which caused gaps between them (NFS3, Gran Turismo 2 etc)
  fixed inaccuracy which caused shifted or distorted horizontal lines (any game with Square Enix logo etc)
- Added support for more iso formats (proper .cue support)
- Added swapping CD for multidisk games (Dmitry Smagin, senquack)
- Simple yet working gui added (Dmitry Smagin)
« Last Edit: January 05, 2017, 10:54:26 am by dmitry_smagin »
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

howie_k

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Re: pcsx4all 2.3
« Reply #1 on: May 31, 2016, 09:09:24 am »
BOOM! Thank you :)

kaio

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    • All about GCW-Zero on Russian + Repo
Re: pcsx4all 2.3
« Reply #2 on: May 31, 2016, 09:38:52 am »
Спасибо, Дмитрий!
Thank's Dmitry!
GCW-Zero | JXD S602

Senor Quack

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Re: pcsx4all 2.3
« Reply #3 on: May 31, 2016, 09:46:13 am »
NOTE: .ecm CD images are not yet supported.  If your .bin file has been compressed with ECM, you must use a utility to convert it back to a non-ECM bin file before uploading it to your GCW Zero.  ECM strips the useless error-correction information, saving about 5-10% of space, and unfortunately for us is a very popular format.  If running windows, you can find an unecm.exe binary here.  If running Linux Ubuntu/Debian you can install the 'ecm' package and use 'ecm-uncompress'. Mac users can find a unecm binary here.  Experimental support for .ecm is in the works, but load times are ridiculously long as of now.

The emulator has support ported from PCSX Rearmed/Reloaded for .SBI subchannel files. Many later European PAL games had copy-protection encoded in the subchannel and will not work unless a .SBI file is present. For it to work, a .CUE file must be used to launch the game, and the .SBI file must be in the same directory as the CUE and be named exactly the same it (just with different filename extension).  If you still cannot get the game to work,  an NTSC US version of the game might be your better option.

The emu also supports ePSXe style patch files. You must place them in the folder ~/.pcsx4all/patches/  (~ means your home folder) and they must follow the strict ePSXe naming convention.  A patch meant for a specific CD with ISO name 'SCUS_94484' would look for a patch named SCUS_944.84 in the patches folder before starting. This allows loading trainers, translations, and patched versions of games.  Google is your friend.

The emu supports loading two compressed image formats, .pbp and .cbn   :   PBP is the Sony PSP Eboot ISO format, and can contain multiple disc images inside one compressed pbp file. Unfortunately, disc swapping within a PBP file is not yet implemented (TODO). Correction: as of June 05 2016, we fully support Eboot PBP format, including multi-CD images.  CBN images are the CBIN compressed format invented by Ulrich Hecht for his release of PSX4ALL for Dingoo.  The filename extension is 'cbn' despite the utility being named CBIN.  If you would like to compress your .BIN images, you can find cbin compression utility embedded in his PSX4ALL release for Dingoo:  http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,331     CBIN compression binaries are included in the .zip file for Windows, Linux, and MacOS.  You will likely need to follow the instructions on this page to get Ubuntu to run 32-bit linux binaries if you are running a 64-bit system: https://askubuntu.com/questions/454253/how-to-run-32-bit-app-in-ubuntu-64-bit

I'll write some better documentation on the Wiki and provide links to 64-bit Linux build of CBIN compressor when I have time later. I hope to further improve compressed image support as time permits.
« Last Edit: June 06, 2016, 10:00:30 pm by Senor Quack »

fosamax

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Re: pcsx4all 2.3
« Reply #4 on: May 31, 2016, 10:00:59 am »
Thanks for a something I've been waiting for a long time. Will try it ASAP.

thefifthgiant

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Re: pcsx4all 2.3
« Reply #5 on: May 31, 2016, 01:33:25 pm »
Looks good guys, I look forward to trying this out later in the week!  :)

Qubits

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Re: pcsx4all 2.3
« Reply #6 on: May 31, 2016, 04:21:54 pm »
Thank you, Einhander [NTSC-U] [SCUS-94243] is not working so far. Says " loading " but then nothing.

dmitry_smagin (OP)

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Re: pcsx4all 2.3
« Reply #7 on: May 31, 2016, 04:33:23 pm »
Thank you, Einhander [NTSC-U] [SCUS-94243] is not working so far. Says " loading " but then nothing.

No, it works. No matter HLE or real bios. Check your actions.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Aeter

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Re: pcsx4all 2.3
« Reply #8 on: May 31, 2016, 05:17:29 pm »
Holy mother of cows!
Thank you Seņor Quack and comrade Smagin!
~cucullus non facit monachum~

kami1357

Re: pcsx4all 2.3
« Reply #9 on: May 31, 2016, 06:19:57 pm »
Holy smoke

You just made my day


toto

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Re: pcsx4all 2.3
« Reply #10 on: May 31, 2016, 06:34:19 pm »
Thanks guys! 👏

dreamesper

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    • Dreamesper
Re: pcsx4all 2.3
« Reply #11 on: May 31, 2016, 08:06:11 pm »
Congrats to the GCW Zero community for getting proper psx support. How are the games so far?? How are the framerates in games?? Do most games load and work properly?

Thanks!

Quickman

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Re: pcsx4all 2.3
« Reply #12 on: May 31, 2016, 10:04:05 pm »
Awesome!!!

Hey I remember @wingedmerchantgaming pretty recently did a psx video... Looks like it's time for a comparison video! ;) 😁😁👍👍👍👍

Quickman

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Re: pcsx4all 2.3
« Reply #13 on: June 01, 2016, 03:30:18 am »
@Senor Quack @dmitry_smagin
 Question: is this expected to run the same speed/smoothness as PSX4all,  just with better user interface (as well as what's listed above)? ... Or is it optimized to run faster/smoother overall in comparison?

 Again thank you so much for your hard work! So excited to test when I can!
« Last Edit: June 01, 2016, 03:31:59 am by Quickman »

johnnyonflame

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Re: pcsx4all 2.3
« Reply #14 on: June 01, 2016, 04:38:28 am »
Like I said @ IRC, Great job! A lot of effort went into this and it really shows.

@Senor Quack @dmitry_smagin
 Question: is this expected to run the same speed/smoothness as PSX4all,  just with better user interface (as well as what's listed above)? ... Or is it optimized to run faster/smoother overall in comparison?

 Again thank you so much for your hard work! So excited to test when I can!

No, this blows PSX4All out of the water REEEAAAAL good. Dmitry and Seņor really did a great job.

 

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