881 lines
39 KiB
Plaintext
881 lines
39 KiB
Plaintext
-- gameplaySP Gameboy Advance emulator for Playstation Portable --
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-- Release log --
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v0.91 (minor cleanup release)
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NOTE: I don't usually do minor releases but I rewrote a ton of
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things in gpSP 0.9, much of it during the last few days, and although
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I spent a lot of time debugging a few bugs inevitably crept in.
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# Fixed some issues in the new memory handlers that crept up, hopefully
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should fix the problems between 0.8 and 0.9.
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# Fixed a bug introduced in 0.9 that could cause crashes when selecting
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things in the menu (I hope, at least).
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# Fixed a bug with a certain invalid opcode causing a jump to be scanned
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when there isn't one (fixes Sabre Wulf).
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# Removed 2048 option for audio buffer.
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v0.9 (yes, it's still beta)
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NOTE: As some of you may be aware I'm pretty much tired of these
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unofficial releases by people (okay, mostly single person) who
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don't wish to follow my wishes. I'm in the process of asking this
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person to stop, in his own language. However, I want to make
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something clear. Look at the last six new features in this
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changelog. I added these TODAY. I could have done them at any
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time. But I didn't, because I spent many (dozens, quite possibly
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hundreds) hours debugging games that people want to play. I have
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always believed that this is far more important than spending time
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on new features. Frankly, I'm tired of my emulator being hacked on
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by other people, and if it doesn't stop I'm going to make this
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project closed source.
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Since I know this information is most visible when updated on the
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major sites, note that it is the news posters I am especially
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talking to. Next time you upload unofficial releases of my
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emulator (without even knowing what's changed) bear in mind that
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you're only encouraging me to stop working on this. If you want
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to pick sides between me and unofficial devs, be my guest. I'll
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let you decide by the contents of this release who's doing more
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for my emulator.
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Oh, and if you downloaded a version of gpSP that has more than
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"gpSP" in its name then you're using one of their versions. Shame
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on them for not even removing this threatening message, and shame
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on you. Unless you're using a port I endorse (GP2X, Dreamcast, etc),
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in which case everything's good.
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# Fixed stereo output being reversed.
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# Fixed a bug causing misaligned errors on 8bit writes to the gbc
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audio channel 3 wave data (fixes various Super Robot Wars games)
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# Fixed DMA with garbage in their upper 4 bits (fixes a crash in
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Zelda: Minish Cap)
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# Added double buffering to the rendering, removes line artifacts.
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Big thanks to Brunni for the idea.
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# Fixed a bug preventing some SRAM based games from saving (fixes
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MMBN4-6)
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# Fixed a bug causing part of EWRAM to potentially get corrupted if
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code segments loaded in EWRAM cross 32KB boundaries (fixes
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Phantasy Star 2)
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# Fixed a bug causing games using movs pc in user mode (very bad
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behavior) to crash. Fixes Colin McRae Rally 2.0.
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# Improved timing a bit more. Fixes GTA Advance.
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# Fixed a sprite clipping bug (fixes crash in third boss of Zelda:
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Minish cap)
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# Increased translation buffer size significantly (fixes Donkey Kong:
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King of Swing)
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# Fixed a dynarec bug causing add pc, reg to not work in Thumb code
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(fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden
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Sun, probably fixes other games)
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# Made sprites using tiles < 512 not display in modes 3-5 (fixes
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a couple minor graphical bugs)
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# Removed abort on instruction 0x00000000 hack, was breaking a
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certain bugged up game (Scurge)
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# Fixed bug in flags generating variable logical shifts (fixes
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SD Gundam Force)
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# Fixed unaligned 16bit reads (fixes DBZ:LoZ in game)
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# Redid contiguous block flag modification checking AGAIN and
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hopefully got it right this time (fixes Mario vs. Donkey Kong)
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# Redid ldm/stm instructions, fixing some cases (along with the
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timing improvements fixes Mario & Luigi)
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# Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot
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of games)
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# Completely redid memory handlers, accurately emulates open and
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BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon),
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Rayman, MMBN 1 (last dungeon), probably others.
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# Fixed a minor graphical glitch on the edges of the screen
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(thanks Brunni and hlide for the help!)
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# Fixed crash on loading savestates from files of games not currently
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loaded, but be sure you have the exact file you loaded it from or
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gpSP will exit.
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@ New memory handlers should provide performance boost for games
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that access VRAM significantly (ie 3D games)
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@ Added dead flag elimination checking for logical shifts, probably
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doesn't make a noticeable difference but should have been there
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anyway.
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+ Added rapidfire to the button mappings.
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+ Added auto frameskip. Removed fractional frameskip (don't think
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it's very useful with auto anyway). Select auto in the graphics/
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sound menu to activate it; frameskip value will act as the
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maximum (auto is by default on). Thanks again to Brunni for some
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help with this. Frameskip options are game specific.
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+ Added vsync to the rendering. Only occurs when frames aren't
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skipped. Seems to reduce tearing at least some of the time.
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+ Added non-filtered video option.
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+ Cheat support (Gameshark/Pro Action Replay v1-v3 only), still
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in early stages, doesn't support everything; codes may cause
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the game to crash, haven't determined yet if the codes are bad
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or the implementation is. See cheat section for more information.
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+ Added ability to change audio buffer size. Does not take affect
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until you restart the game.
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+ Added analog config options.
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+ Added ability to set analog sensitivity and turn off analog.
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+ Added ability to change the clock speed. This is a game specific
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option. Try lower speeds w/auto frameskip to save battery life.
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+ Fixed savestate speed on crappy Sony sticks.
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(legend: # bug fix, + feature addition, @ optimization)
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v0.8 - ("unlocked" beta)
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NOTE 1: It has come to my attention that there are actually BIOSes
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out there that are being used that cause some games to not work.
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The BIOS md5sum listed here is for the BIOS actually in GBAs and
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is as accurate as you'll get, (if you have a GBA and a flashcart
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you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS)
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NOTE 2: Since I know this is as far as a lot of people here I have a
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little request. Please, please, (I'd italicize this if I could)
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please stop constantly asking me when the next release will be,
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what it'll have, etc. And while you're at it, please stop asking me
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to implement wi-fi multiplayer, cheat support, or fix all of your
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games. Some things will happen in due time, other things might not
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ever happen. I devote about as much time as I can to this emulator
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and I carefully include as much as I can in releases to try to
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minimize the number of people who will nag me next time (erm, I
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mean, to make the most people happy), so I don't release every other
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day or anything like that. Sorry that I can't release once a week,
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but I'm a lot busier now than I was when I was first developing this
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emulator. Good thing I got the first version out before that, wasn't
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it?
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Congratulations, you made it this far! Now read the rest of the this
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thing. *_*
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# Fixed bug in dead flag elimination, "alt" version no longer needed.
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# Fixed EEPROM saves being saved as 32kb instead of 512bytes/8kb
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+ 32MB ROM support has been added. ROMS are "demand loaded" as
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necessary and page swapped out; there might be a small loading lag,
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but I have yet to ever really notice anything.
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NOTE: 32MB ROM support only works for unzipped ROMs.
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+ Save states have been added. See the save state menu for save/load
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options.
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+ Support for the real-time clock (RTC) chip in Pokemon cartridegs
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and other games. The implementation is based off of VBA's, whatever
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notes on gbadev I could find, and some of my own reverse engineering
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of what the games do... it might not be totally correct. Also,
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setting the time does not work.
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+ Per-game configuration. Currently this only saves frameskip and
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frameskip variation options.
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+ Removed the flash type option from the menu and instead added it
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to game_config.txt. Hopefully got everything - let me know if you
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find something that isn't there. It's pretty easy to add them if you
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have to.
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+ Added a display in the upper left-hand corner to indicate when
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fast-forward is on.
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+ Added button bindings for save/load state.
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@ Found a fix of StrmnNrmn proportion: far too much unnecessary mutex
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synchronization was going on. Removing the two offending lines of
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code gave a massive speed boost for free. Enjoy.
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v0.7 - (beta than ever)
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# Fixed a dynarec bug involving flags generating functions in
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contiguous conditional blocks. Fixes music in Super Mario
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Advance 2-4.
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# Fixed a dynarec bug where Thumb mov imm instructions wouldn't
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set flags. Fixes Zelda: Minish Cap, Megaman Battle Network,
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probably others. Comes at a slight speed cost.
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# Fixed a MIPS dynarec bug where some delay slots might not
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get filled rarely, causing chaos. Don't know if it improves
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any games.
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# Improved self-modifying code detection. Makes Golden Sun,
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Golden Sun 2, and Madden 2007 sorta work but excrutiatingly
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slowly. Looking for a game-specific workaround for this - if you
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want to play these games you'll have to wait for now :(
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# Fixed a bug causing the interrupt disable flag to go down
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when SWIs are entered, causing crashes/resets. Fixes
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Super Mario Advance 2-4.
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# Fixed menu crashing when strings with certain characters are
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printed (for instance going to the menu after loading the
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BIOS)
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# Accidentally forgot to render win0 + win1 + objwin when all
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active at the same time, many weeks ago. Added that, should fix
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some parts in games that had frozen screens.
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# Fixed some issues with gpsp.cfg needing to be present and
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corrupting, hopefully. At the very least sanity checks are
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performed on the config file.
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# Made it so assigning the frameskip button to something besides
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triangle actually worked as expected.
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# Fixed ability to restart current game if nothing is loaded
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(ie, crash)
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# Added interrupt on cpsr modification support to the dynarec
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(fixes backgrounds in Castlevania: Harmony of Dissonance)
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# Added open addressing for ldm/stm instructions (fixes
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Super Mario Advance 3)
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# Improved cycle accuracy a little. Don't know of anything this
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fixes, but games with idle loops will run a little better w/o
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idle loop elimination (but should still be added when possible)
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# Fixed some bugs causing sound to play sometimes when it shouldn't.
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@ Added dead flag elimination for Thumb code. May possibly have
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noticeable performance increases (Thumb emited coded size can
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have a reduction of 20% or more)
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@ Added code generation for divide SWI. May have a small speed
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increase in some games.
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+ Added analog nub support (special thanks to psp298 for the
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code)
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+ Added fractional frameskip. Go below 0 to get them. A frameskip
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of 1/2 for instance means render 2 out of every 3 frames, 2/3
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means render 3 out of every 4 frames, etc. Possibly useful for
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games that are not quite fast enough at fs0 but fullspeed at
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fs1...
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v0.6 - (still beta quality, look out for new bugs)
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NOTE: Please include gpsp.cfg with EBOOT.PBP, this shouldn't be
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necessary but I think it is right now.
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# Fixed a nasty bug that shouldn't have made it into the initial
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release; a lot of games that TECM.. erm.. crash won't anymore.
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NOTE: This doesn't mean that no game will ever crash, freeze,
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otherwise not work.
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# Fixed some crashes in the GUI and the ability to "go up" past
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ms0:/PSP. Made the "go up" button square like it was supposed to
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be (instead of cross).
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+ There's now a menu that you can access, by default press right
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while holding down triangle for the frameskip bar.
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+ Menu option: resize screen aspect ratio, the default is now
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"scaled 3:2" which makes it look more like a normal GBA. You
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can use "fullscreen" (what it was like before) or "unscaled 3:2"
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(tiny but pixel for pixel like a GBA)
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+ Menu option: You can now load new games while the current one
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is running.
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+ Menu option: You can now restart the currently running game.
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+ Menu option: Frameskip variation - this defaults to "uniform"
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whereas it defaulted to "random" last release. Basically, turn
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it on random if you find that frameskip causes flickering
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animations to make things disappear. Other than that it will
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generally look better on uniform.
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+ GUI and file loading now have "auto repeat" on the buttons so
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they're not such a pain to navigate.
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+ Menu option: Added support for 128KB flash ROM, some games
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require it (Pokemon Firered/Leaf Green, Super Mario Advance 4),
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turn it on before running the game to make sure it works.
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NOTE: There are some versions of these ROMs that have been
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hacked to get around their 128KB flash, and may not even work
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properly at all. Look out for them, these games should save
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128KB save files after you set the setting to it, IF they use
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128KB flash.
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+ Menu option: Added ability to make the .sav files only update
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when you exit the emulator, use with extreme caution (in other
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words, it's not a good idea to use something like this in beta
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quality software if you care about your saves). Does NOT update
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if you exit through the home button, don't use the home button
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if you can help it.
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+ Zip support thanks to SiberianSTAR. It will load the first file
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with the extension .gba or .bin that it finds.
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+ Menu options are saved to gpsp.cfg. Note that it does not save
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frameskip options or flash ROM options because these are very
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per game particular.
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+ The emulator will now try to save backup files to something
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more matching the backup size than a fixed 64KB.
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@ Loading ROMs and the auto save of the .sav files is MUCH faster
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now. Thanks for the heads up on how to improve this from pollux!
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@ While coding for the screen resize code I found that SDL just
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wasn't cutting it and had to code for the GU myself. Turns out
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the new code is faster (but because it is render code any
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improvement will be diminished to nothing as frameskip is
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increased). Special thanks to Zx-81 for the tips on this one
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and for his GU code in the PSPVBA source as an example.
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@ Added some games to game_config.txt. Note that not all versions
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of these ROMs will work with these options, try to use the USA
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version if possible.
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8-19-2006 v0.5 - Initial release (public beta quality)
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-- About --
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gameplaySP (gpSP for short) is a GBA emulator written completely from
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scratch. It is still pretty young (only having started a 3 months prior
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to the first release) and thus rather immature, but it does a decent
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job of playing a number of games, and is being improved upon somewhat
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regularly. It is currently somewhat minimalistic, in the sourcecode,
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presentation, and features. Its number one focus is to deliver a GBA
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gaming experience in the most playable way that PSP can manage, with
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frills being secondary (although still a consideration, at least for
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some of them).
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Having said that, optimization was the important way in achieving this
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goal, with overall compatability being a near second. Because of this
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some games may not run at the favor of running more games significantly
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better. Of course, the compatability will improve with time. The
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compatability in the current version (0.8) is perhaps around 80%
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(assuming the correct BIOS image is used).
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Many games will run at their best out of the box, but some games will
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run very slowly unless idle loops are taken care of. There is a supplied
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ROM database, game_config.txt, that gives idle loop targets and other
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settings that may help a game to run better (or at all) on a per-game
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basis. Currently (as of version 0.8) a few dozen games are on this list,
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mostly only USA versions. This list will continue to be updated; there's
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no real telling exactly how many of the ~2500 GBA games will need to
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appear here.
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gpSP currently requires an authentic GBA BIOS image file to run. It will
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make no effort to run without one present; this file is 16kb and should
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be called gba_bios.bin and present in the same location as the EBOOT.PBP
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file. Please do not ask me where to obtain this, you'll have to look
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online or grab it from a GBA. Note that it is not legal to have this file
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unless you own a GBA, and even then it's rather gray area.
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-- Features --
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gpSP mostly emulates the core Gameboy Advance system. As of right now it
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does not emulate any special hardware present on various GBA cartridges.
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What it emulates:
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GBA CPU: All ARM7TDMI ARM and Thumb mode opcodes except block memory w/
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s-bit (probably aren't used in GBA games)
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Video: Modes 0, 1, 2 almost completely, basic 3-5 support, sprites,
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windows/OBJ windows
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Interrupts: HBlank, VBlank, all timers, all DMA channels, keypad
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DMA: Immediate, HBlank, VBlank, sound timer triggered
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Sound: Both DirectSound channels and all 4 GBC audio channels
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Input: Basic GBA input delivered through PSP controls
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Cartridges: Currently supports ROMs up to 32MB in size (the maximum for
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GBA) with the technique of ROM page swapping to fit within PSP's RAM.
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Backup: 32/64kb SRAM, 64/128kb flash, 512bit/8kb EEPROM
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RTC: The real-time clock present in cartridges such as most of the
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Pokemon games and some others.
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What it lacks:
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Video: No mosaic, bitmap modes lack color effects (alpha, fades),
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there might be some minor inaccuracies in blending...
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Cycle accuracy: Very cycle innacurate; CPU is effectively somewhat
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overclocked, meaning games with rampant idle loops will probably run
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rather poorly. DMA transfers effectively happen for free (0 cycle).
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Please do NOT use gpSP as a first source for developing GBA homebrew,
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try No$GBA instead.
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Additional features it has:
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- The ability to attempt to run games at faster than GBA speed (sometimes
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they can end up a lot faster, other times not so much)
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- Savestates: the ability to save a game's state to a file and resume
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playing where you left off later.
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- Mild cheat support
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Features that it doesn't have (please don't ask me to implement these!)
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- Wi-fi multiplayer
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-- Controls --
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The default control scheme is very simple. If you don't like it you can
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change it in the configuration menu.
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At the ROM selection screen:
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Up/down: navigate current selection window.
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Left/right: switch between file window and directory window.
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Circle/start: select current entry.
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Square: go one directory up.
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In game:
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Up/down/left/right: GBA d-pad
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Circle: GBA A button
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Cross: GBA B button
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Square/start: GBA start button
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Select: GBA select button
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Left trigger: GBA left trigger
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Right trigger: GBA right trigger
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Triangle: Adjust frameksip
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In frameskip adjustment:
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Hold down triangle to keep up, press up/down to increase/decrease
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frameskip, respectively. Press down at 0 to change to auto, and up
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at auto to change to 0.
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In the menu:
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Up/down: navigate current menu.
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Left/right: change value in current menu selection (if a value is present)
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Circle/start: select current entry (see help for entry to see what this means)
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Square: exit the current menu.
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-- Frameskip --
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The purpose behind frameskip is to cause the emulator to not render every
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frame of graphics to make the emulation closer to fullspeed. Many games will
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run fullspeed without skipping any frames, however, some (particularly more
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graphically demanding ones) will require this.
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Frameskip can be set to two forms, either auto or manual. Auto will attempt
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to skip only as many frames as necessary to make the game full speed, and
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will not skip more than 4 in a row no matter what speed the game runs at
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(at this point the benefits of frameskip yield diminishing returns).
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It is recommended that you keep frameskip on auto, but manual is maintained
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as an option if you want it and works as follows:
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Manual frameskip will only render one out of every (n + 1) frames, where n
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is the current frameskip value (so 0 will render everything). Increasing
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the frameskip can improve speed, especially with very graphically
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intensive games.
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-- Cheats --
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Currently, gpSP supports some functionality of Gameshark/Pro Action Replay
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cheat codes. To use these, you must first make a file with the same name
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as the ROM you want the cheat code to apply to, but with the extension .cht.
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Put this file in the same directory as the ROM. To make it use a normal
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text editor like notepad or wordpad if you're on Windows.
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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.
|
|
|