1224 lines
52 KiB
Plaintext
1224 lines
52 KiB
Plaintext
-- porter's foreword --
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This is a Pandora port of Exophase's impressive GBA emulator, gpSP.
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Since nobody has released a functional port for more than a year after
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pandora's release, and the GINGE'd version doesn't do this emulator
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justice, I've decided to take this task. This version also includes
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my own tweaks from GP2X/Wiz version. In case anyone wonders, this
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release was done with author's consent.
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To use it, you'll first need to copy authentic GBA BIOS to gpSP
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appdata directory, which usually is <SD card>/pandora/appdata/gpsp/ .
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It must be named gba_bios.bin and should be 16kB in size.
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I've appended the original gpSP GP2X and PSP readme files as they
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contain lots of information that is still relevant for this version,
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as well as development history of this project.
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- notaz
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Changelog:
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0.9-2xb u8
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- fixed tv-out
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- integrated M-HT's neon scalers
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- merged an assorment of calc84maniac's bugfixes
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0.9-2xb u7
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- Pandora port, using hardware scaler for video output.
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- Fixed a few portablility issues in ARM asm and sound code.
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- Tweaked timing to suit pandora's LCD refresh nicely.
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- Maybe fixed GBC/digital sound channel desync over time.
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- Some other not-that-relevant cleanups and tweaks.
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Source code should be available at:
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http://notaz.gp2x.de/cgi-bin/gitweb.cgi
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-- gameplaySP2X Gameboy Advance emulator for GP2X --
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gpSP2X is a version of my (Exophase)'s emulator originally for Sony PSP.
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A large amount of effort has been done to make it more optimized for the
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ARM CPU present in the GP2X, however it is still very much a work in
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progress.
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See readme.txt for the PSP version readme, which contains a lot of
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information relevant to the GP2X version (note that some of it does
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not apply however).
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Changelog:
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0.9-2xb u6
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- Fixed clock and scaling config saving.
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- Fixed occasional crash on first ROM load on 1.1 firmware.
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- Added LCD timing setup code, which can be controlled through
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'pollux_dpc_set' environment vatiable (see gpsp.gpe wrapper script).
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0.9-2xb u5
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- Added portrait drawing modes. They eliminate tearing but are slightly
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slower.
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- Added page scrolling in ROM browser with L/R.
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- 32MB ROM support fixed.
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0.9-2xb u4 (unofficial notaz release, done on Exophase's request)
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- Wiz port. No emulation related changes.
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- Wiz: dropped SDL for video and hitting hardware directly (GPH SDL can't
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be trusted, it doesn't do double buffering as of firmware 1.0).
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- Added new optimized software scaler with interpolation.
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- gpSP is now saving ROM dir on exit. Delete romdir.txt if you don't
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want that.
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- gpSP now comes with wARM, new kernel module+lib for ARM cache control
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(replaces mmuhack).
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- gpSP no longer invalidates whole icache after recompilation, might
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cause minor speedup.
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0.9-2xb u3 (unofficial notaz release, released with permission):
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- Removed built-in CPU/LCD/RAM-Tweaker.
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- Improved usability of volume control.
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- Removed PSP-specific GUI options, adjusted help text.
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- Overclocking from menu now works, keep it at 200 if you don't want that
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(if you want to overclock using launcher, for example).
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- Fixed centering-on-first-run problem.
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- 3:2 scaled option now does what it says.
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0.9-2xb u2 (unofficial notaz release):
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- Replaced non-working mmuhack.o with proper one, added cache flush calls
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to avoid artifacts.
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0.9-2xb u1 (unofficial notaz release):
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- Fixed a problen in thread synchronization which caused deadlock after
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some time.
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0.9-2xb:
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-- IMPORTANT-- If you're overwriting an old version, be sure to delete the
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gpsp.cfg file first, or be prepared to have a bunch of weird button
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settings that would require fixing.
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- Fixed some bugs stunting compatability.
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- Optimized alpha blends in renderer.
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- Some more optimizations to dynarec output.
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- Savestates should work better now.
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- Cheat/misc menu won't crash the emulator.
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- Main button config window works (not all buttons are in yet)
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0.9-2Xa: (Exophase release)
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- Redid autoframeskip. Should work more reliably.
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- Rewrote dynamic recompiler from x86 source (arm_emit.h, arm_stub.S).
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Has some more sophisticated behavior than the last version, more is
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still to come... Should notice a slight speed improvement over the
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last version.
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- Tweaked GUI to be a little more useable. Buttons are now mirroring the
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PSP version's.
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- Code unification + cleanup amongst versions.
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v9008: (zodttd release)
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- Updated the way autoframeskip works. Should be better now. Still has a max
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frameskip value.
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- Added a slight performance increase to the dynarec.
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- Added sync() to make sure files such as savestates and in-game saves are
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saved properly to the GP2X.
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v9006: (zodttd release)
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- Initial public release
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Installation:
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1. Place the "gpsp.gpe" and "game_config.txt" file in a directory on your SD
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card used with the GP2X.
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2. Place your GBA BIOS in the directory from step 1. This file must be named
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"gba_bios.bin" in all lowercase as shown, so rename it if needed.
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-- NOTE --
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There are two commonly available BIOSes - one is the correct one used in
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production GBA's worldwide and the other is a prototype BIOS. The latter
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will not cause some games to not work correctly or crash. If you attempt
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to use this BIOS you will be presented with a warning before being
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allowed to continue. This screen will give you a checksum of the real
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BIOS image (see readme.txt for further information).
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3. Place your GBA games in the directory from step 1. These files should have
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a ".gba" or ".bin" file extension. Zip compressed games should be supported
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and are recognized with the ".zip" file extension. Note that 32MB ROMs will
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probably not run if zipped. 16MB and smaller should be OK.
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4. Done. Run gpsp.gpe.
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Controls:
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How to use gpSP on the GP2X:
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Buttons are mapped as follows (GBA/ingame buttons can be changed in the menu):
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GP2X--------------------GBA
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X -> A
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B -> B
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L TRIG -> L TRIG
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R TRIG -> R TRIG
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START -> START
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SELECT -> SELECT
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GP2X--------------------------------gpSP
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-- IN-GAME --
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VOL MIDDLE (UP + DOWN) -> menu
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PUSH STICK -> fps display toggle (second number is
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frames actually drawn)
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-- IN-MENU --
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B -> select option
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X -> cancel/exit menu
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A -> escape (up one director level in the
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file selector)
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When gpSP is started, you are presented with the option to overclock your
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GP2X. Use the L/R TRIG to change the CPU clockspeed and press START to
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continue. You may also change RAM timings here - experiment with what
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works well. Note that going too high on overclocking or low on RAM
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timings can cause the game to crash or the GP2X to outright freeze up.
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If you do not want to overclock, press START without using L/R.
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You will now be presented with a menu to choose a game. Press the IN-MENU
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"SELECT" button shown above to pick a game to load.
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If you would like to test gpSP for the GP2X with a homebrew (free public
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domain) game, a game by Russ Prince works very well with gpSP. It is called
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Bust-A-Move and is a remake of the classic game it's named after.
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How to build from source:
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The makefile included in the source is geared towards the Open2x toolchain.
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If you use Open2x and installed it in the way recommended then it should
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work okay, assuming you also have up to date HW-SDL (and have
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arm-linux-sdl-config installed in the right place). The makefile is in the
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gp2x directory, so go there first then just type make to build gpsp.gpe.
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Might need a little tweaking if your setup is different. If you need help
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you can ask me, but I'll probably nag you about why you want to build it in
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the first place.
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GP2X version FAQ:
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Q) Help! This game doesn't work. Am I using a bad version of the ROM?
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A) First, make sure you're using the correct BIOS version. If you aren't
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gpSP should tell you. Other than that, there are some games that are
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known to not work now (and will probably work later), and perhaps
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many more games that I don't know about that don't work. I haven't
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launched a full scale compatability test at this version, so it might
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take a while before the compatability levels are high.
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Q) Why is this version slower than the PSP version?
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A) gpSP is still a work in progress. It might be possible to obtain more
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speed from both this version and the PSP one too (and others in the
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future). With that in mind, know that even a very agressively overclocked
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GP2X is still less powerful than a PSP, generally speaking. Still, I
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have a lot of ideas. It's unlikely that the GP2X version will ever be as
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fast/faster than the PSP version for anyone but anything's possible.
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Q) How high does my GP2X have to overclock to enjoy gpSP?
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A) That depends on you. Higher overclocking will mean less frames skipped
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on autoframeskip, or less frameskip needed if on manual. Or it can
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make the difference between whether or not virtual 60fps can be reached.
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For some games no GP2X in the world will be able to run them fullspeed,
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with any amount of frameskip. A few might run well with no overclocking
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and a generous level of frameskip (probably manual). If you don't care
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about battery life (or you're plugged into an outlet) you should push
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it as high as you can while still maintaining stability, because
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chances are high that whatever you play will benefit from it. Right now
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you'll probably want 260MHz if you can achieve it, but with a lot of
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luck this number will lower slightly in the future (and is just a vague
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ballpark figure anyway). I don't want to scare anyone off from using the
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emulator, you should give it a try and see how it plays for you
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regardless of how high you can overclock. Just note that this is far
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from a locked smooth experience for everyone on every game.
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Q) GBA has an ARM processor, GP2X has an ARM processor. GP2X is more
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powerful than GBA. This emulator should run great without overclocking,
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so therefore you're doing it wrong.
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A) That's not a question, but I'll field it anyway. Two things: first,
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"virtualization", or running the GBA code "natively" on the GP2X is
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probably not possible, at least not with the way I want to do things.
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For reasons why go read my blog (see below). So yes, you actually
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do need more than 16.7MHz of ARM9 power to emulate the GBA's CPU.
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Second: there is a whole lot of work behind emulating the pretty 2D
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graphics on the GBA, something it can do in hardware a lot better than
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this platform can.
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End result: GBA emulation on GP2X isn't as easy as you think it is.
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Q) What are you working on now? When will you release the next version?
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A) See the gpSP development blog:
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http://gpsp-dev.blogspot.com/
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Note that I don't give release dates, ever, unless I'm right on the verge
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of releasing. Be grateful that I've decided to be much more open about
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the development of the emulator now.
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Q) Thanks to your blog I heard that you made some improvement. Can I have
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a copy of the new code?
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A) No. Builds in transition often have a lot of problems, and I like for
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releases to be relatively substantial. I can probably be bribed out of
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them with donations though. :P
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Q) Why do the menu suck so much? Why do half the options not work or not
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make any sense?
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A) Sorry, the menu still hasn't been modified very much to fit the GP2X
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version instead of the PSP version.. hopefully this will improve in the
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future.
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Q) Who's in charge of the GP2X version anyway?
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A) Originally, zodttd was. I, Exophase, have basically usurped control of it
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now to encourage zodttd to work more on his PS1 emulator (that and I'm
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possessive of gpSP and get nervous when people work on it too heavily).
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zodttd will most likely still be around to work on things though.
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Q) I'm a super nice person and would like to donate some of my hard earned
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money to this one-off GBA emulator. Where do I send my money to?
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A) Exophase: exophase@gmail.com on PayPal
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zodttd: https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=heirloomer
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%40pobox%2ecom&item_number=1&no_shipping=1&no_note=1&tax=0&cy_code=USD&bn=
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PP%2dDonationsBF&charset=UTF%2d8
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^ Click there for donating on PayPal (remove whitespace/linebreaks).
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GP2X people have already donated a lot more to me than PSP people have,
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even though there's an order of magnitude or two less users. And they've
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donated far more to zodttd than they have to me. So I'm not going to ask
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people to donate..
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However I won't lie: donating ups the chances of me actually working on the
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next version (for which I have a lot of ideas, but not necessarily time to
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dedicate to.. that time might need more incentive to be allotted from other
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things). This could change depending on my employment situation, but right
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now I feel guilty doing anything that doesn't help guarantee that I'll be
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able to buy food a year from now.
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Q) Tell me all of your personal information.
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A) Again not a question, but why not. I'm Exophase, real name: Gilead Kutnick,
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male, 23 years old, current residence Bloomington, IN; straight/single/not
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actively looking, almost have an MS in Computer Science (do have a BS
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underneath it), likes PSP more than GP2X, will not write a Nintendo DS
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emulator for either, am currently looking for a job for after I graduate.
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Q) You said you're looking for a job.
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A) Yes. If you have one or know someone who needs a low level oriented
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programmer then I'm up for grabs. And this is my resume:
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http://exophase.devzero.co.uk/resume.pdf
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Credits:
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Original codebase: Exophase (exophase@gmail.com)
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Foundation gp2x code: zodttd
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GP2X dynarec/stubs + current code maintainance: Exophase
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-- 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.
|
|
+ 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.
|
|
|