Author Topic: pcsx4all 2.4 UPDATE 2017-01-05  (Read 76988 times)

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #300 on: September 26, 2017, 11:41:25 pm »
@Senor Quack
Any word/update on the APE ESCAPE control scheme we discussed a few months ago through a future update?

I haven't forgotten about it, I do work on the emu every day, but I'm slow-paced and working more on dynarec/GPU/GTE/SPU right now. I haven't touched controls code yet but it will be done well, whenever it does get done. Sorry it's taking so long, too much being handled right now.

Good news is we should have a decent speed boost in next release in addition to whatever features we can finish: we'll have MXU-accelerated assembly versions of GTE (geometry transform coprocessor) code, as well as SPU and probably some MXU GPU/screen code too. And hopefully I'll be able to finish IPU scaling support too.
« Last Edit: September 26, 2017, 11:44:41 pm by Senor Quack »

Jenova

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #301 on: September 27, 2017, 12:27:46 am »
Cool man, no rush... just wondering about any info. on it, etc.

Thanks for your 2 cents.

kaio

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    • All about GCW-Zero on Russian + Repo
Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #302 on: October 03, 2017, 12:19:16 pm »
Can anybody run "Secret of Mana"?
It freeze after set homt location & video after home creation.
GCW-Zero | JXD S602

Jenova

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #303 on: October 03, 2017, 08:23:56 pm »
I assume you are actually referring to LEGEND OF MANA for ps1 correct?

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #304 on: October 03, 2017, 10:15:43 pm »
Can anybody run "Secret of Mana"?
It freeze after set homt location & video after home creation.

I've tested Legend of Mana [SLUS-01013] intro. Are you using a real Sony BIOS? That game will freeze around cutscene if using HLE emulated BIOS. HLE emulated BIOS has lots of problems, you always should use real bios, it's mentioned on the compatibility list for that game.  https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0

- 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
Be sure 'HLE emulated BIOS' setting is turned off.

One thing to know, is if you made a bunch of savestates already in other games (not memcard saves, but real savestates through the emu menu) and you were playing with the HLE BIOS setting enabled, they are not compatible now and won't load. You'd be stuck with reenabling HLE BIOS setting if you ever want to load any of those old savestates. The emu won't tell you this, it will just silently refuse to load the savestate, unfortunately, we gotta add a notification at least.
« Last Edit: October 03, 2017, 10:29:18 pm by Senor Quack »

kaio

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #305 on: October 04, 2017, 07:12:22 am »
Hello, the game is "legend of mana" of course. This is my mistake.
"Secret of mana" is a SNES/SFC game.
I will try to run it this a real BIOS.
Thanks!
GCW-Zero | JXD S602

hzlancer

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #306 on: November 19, 2017, 04:54:11 am »
Thank you so much for this upload 

ace9094

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #307 on: November 19, 2017, 10:20:22 pm »
hi All, 

Does anyone know where the Memory Card file is located and if it can be edited using the PSX MemManager ?

Thanks
ace
Dingoo A320, GCW0, RS-97 x2, Revo-K101, RS-90, PSP, GameGadget, New 3DS 128GB, PS Vita 200GB, RS-45, Gamebox Advance and a few other obscure devices

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #308 on: November 22, 2017, 06:56:23 am »
Does anyone know where the Memory Card file is located and if it can be edited using the PSX MemManager ?

The memcard files are in your home directory under the subdir .pcsx4all/memcards/
Note the period at the beginning of the dir name: that means it's a hidden folder, which is the standard UNIX way app-specific data should be stored there.  If accessing via FTP, be sure any option to 'Show Hidden Files' is enabled and go to /home/.pcsx4all/memcards/

You can manage them using Sony BIOS memcard manager. Easiest way to do that is upload a separate copy of the scph1001.bin BIOS file to wherever you keep your PS1 game images, and select it when you go to 'Load Game'. Sorry it's not easier, we're still working on that.
« Last Edit: November 23, 2017, 06:26:16 pm by Senor Quack »

ruffnutts

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #309 on: April 24, 2018, 08:17:06 pm »
Does this have DMA like the RS-97 version? massive improvment it added to the RS-97?

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #310 on: April 26, 2018, 09:37:28 am »
Don't have time to investigate quite yet, and it's only recently Stewart posted the DMA-related commits. GCW Zero firmware has a proper separation of userspace from hardware, so even if they were beneficial on GCW Zero, it would require driver support to be added.  Me, personally, I am too busy at the moment with other aspects of PS1 and drivers to focus on this.  However, I am finishing some work on GCW Zero kernel framebuffer driver that adds BGR555 support, which is the native display mode of the PS1. So there will be some speedup soley from that, hopefully, in the next firmware and pcsx4all release.  I've also added bicubic and nearest-neighbor IPU upscaling/downscaling to the kernel framebuffer driver.
« Last Edit: April 26, 2018, 03:51:50 pm by Senor Quack »

ruffnutts

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #311 on: April 26, 2018, 09:45:03 am »
Don't have time to investigate quite yet, and it's only recently Stewart posted the DMA-related commits. GCW Zero firmware has a proper separation of userspace from hardware, so even if they were beneficial on GCW Zero, it would require driver support to be added.  Me, personally, I am too busy at the moment with other aspects of PS1 and drivers to focus on this.  However, I am finishing some work on GCW Zero kernel framebuffer driver that adds BGR555 support, which is the native display mode of the PS1. So there will be some speedup soley from that, hopefully, in the next firmware and pcsx4all release.  I've also added bicubic and nearest-neighbore IPU upscaling/downscaling to the kernel framebuffer driver.
Sounds awesome great work nice to see thing's ate still being done for the zero

Sent from my MIX using Tapatalk


Dr_Bunsen

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #312 on: May 19, 2018, 03:22:18 am »
@Senor Quack

I noticed the RS-97 version of PSX4all, the menus are a little different and there's an option in core settings for "Analog arrow keys". Does this mean that the code you used to compile the RS-97 version actually has the GCW Zero left analog stick implemented? If so could you compile it for GCW Zero and upload the update to this thread? I'd love to have analog stick implemented for games like Legacy of Kain.

Perhaps there are other improvements in the latest code too?
My Portable Devices: Sega Game Gear, PSP 3000, PS Vita, Nvidia Shield Portable, GPD Win, GPD XD+, Bitboy V1, Coolboy RS-97, PAP KIII Plus, LDK Landscape, 1Up-Pix Portable Landscape (RPi 3B+), Anbernic RG-350.

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #313 on: May 20, 2018, 04:02:17 pm »
@Senor Quack

I noticed the RS-97 version of PSX4all, the menus are a little different and there's an option in core settings for "Analog arrow keys". Does this mean that the code you used to compile the RS-97 version actually has the GCW Zero left analog stick implemented? If so could you compile it for GCW Zero and upload the update to this thread? I'd love to have analog stick implemented for games like Legacy of Kain.

Perhaps there are other improvements in the latest code too?

RS-97 version is a fork of our version, it's not us. I'm personally working on other performance/compatibility-related PCSX4ALL stuff right now, and just haven't gotten around to doing the analog controls, per-game settings etc. Then there's the IPU scaling, etc etc.

BTW, the DMA 'improvements' in RS-97 have no application to us, it's merely a framebuffer hack they added because RS-97's kernel lacks a proper framebuffer driver.  GCW Zero has a good driver and in fact it is getting improvements that will help PS1 emulation in the future.  For that, see the latest commits here:  https://github.com/gcwnow/linux/commits/jz-4.9-wip
« Last Edit: May 20, 2018, 04:18:02 pm by Senor Quack »

Dr_Bunsen

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #314 on: May 20, 2018, 04:56:26 pm »
Thanks for your reply @Senor Quack, I'm really glad PSX4ALL development is continuing for GCW Zero, I only bought one recently and found that a lot of development has subsided. What do you see is a rough timeline for an update of PSX4ALL? Is there a specific milestone at which point it's worth releasing an update?

How will the GCW Zero driver be implemented? Is there a firmware update, or will it be part of the PSX4ALL compiled package?
My Portable Devices: Sega Game Gear, PSP 3000, PS Vita, Nvidia Shield Portable, GPD Win, GPD XD+, Bitboy V1, Coolboy RS-97, PAP KIII Plus, LDK Landscape, 1Up-Pix Portable Landscape (RPi 3B+), Anbernic RG-350.

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #315 on: May 21, 2018, 08:10:40 am »
Thanks for your reply @Senor Quack, I'm really glad PSX4ALL development is continuing for GCW Zero, I only bought one recently and found that a lot of development has subsided. What do you see is a rough timeline for an update of PSX4ALL? Is there a specific milestone at which point it's worth releasing an update?
Can't say, it's done when it's done I guess.

Quote
How will the GCW Zero driver be implemented? Is there a firmware update, or will it be part of the PSX4ALL compiled package?
It'll be part of the next firmware update. Devs will get access to a new SDL1 video-mode option 'SDL_SWIZZLEBGR' in next toolchain release.
« Last Edit: May 21, 2018, 08:12:30 am by Senor Quack »

Reds

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #316 on: August 08, 2019, 11:58:10 am »
With the RG-350 as a possible successor device, I was wondering if there was any interest in the features that would have come in the next update being completed and released.

ericmj

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #317 on: October 04, 2019, 05:47:22 pm »
Is there a way to take multiple .bin files for a game and create a single file to launch the game?  I've seen reference to cbin, and also to .pbp files, but it's not clear to me how to create them, or if that would accomplish what I'm thinking of.  For example, C-Contra Adventure has a .cue file and ~12 .bin files, and it gets very cluttered in the /rom directory.  Thanks.

Surkow

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #318 on: October 04, 2019, 07:55:50 pm »
With the RG-350 as a possible successor device, I was wondering if there was any interest in the features that would have come in the next update being completed and released.
The RG-350 is not a potential GCW Zero successor. It's a competitor with the exact same hardware specifications. In my view it will absolutely not replace the software development scene of the GCW Zero.

It does not require programs to be ported as most of of the GCW Zero software apparently is compatible. As long as the GCW Zero keeps receiving updates firmware compatible competing devices will be able to benefit as well.

Reds

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #319 on: October 05, 2019, 01:41:48 am »
With the RG-350 as a possible successor device, I was wondering if there was any interest in the features that would have come in the next update being completed and released.
The RG-350 is not a potential GCW Zero successor. It's a competitor with the exact same hardware specifications. In my view it will absolutely not replace the software development scene of the GCW Zero.

It does not require programs to be ported as most of of the GCW Zero software apparently is compatible. As long as the GCW Zero keeps receiving updates firmware compatible competing devices will be able to benefit as well.

I meant a successor device in that it's a GCW that people can actually get their hands on and thus has the chance of continuing or revitalising development on existing emulators if developers are interested. Being able to use every GCW emulator and port out of the box has always been a primary selling point for it. The GCW was and is fantastic but the limited availability has always been a problem.
« Last Edit: October 05, 2019, 01:46:45 am by Reds »