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Sweet! This is gonna make some games look as good as any PS1 game and even some PS2 games.
I love the updates you have been giving, lets us all know theres progress going on. Thanks for them.
SCPH-30001 [V4] - unmodded (2)
SCPH-30001-R [V5] DMS4 Pro SE
SCPH-50001-N [V9] CC 2.0 SLE
SCPH-79001 [V16] Silver - unmodded
I'm eager to test all this new stuf. The next version will be ages more mature and complete in terms of technology. Really nice work
I'll probably release a video mode testing program in a few days after I've gotten all the code written into gslib. That should help determine if all the modes are working correctly. I'm pretty sure that the frame read mode when interlaced has the same offsets as non-interlaced mode since the vsync is the same during each read, while the field read mode is DY = (DY-1)*2 to make up for the vsync needing to spend every other 1/60th of a second reading even lines. I can't test the vga or dtv or pal modes, really. gslib seems to reset the GS between display mode changes, so switching resolutions shouldn't be a problem, either, in case the PS2 is hooked up to different display devices.
I've been thinking about your problem protomank, and the menus in uLE and FCEUltra actually do render to a 640x448 screen resolution and get scaled down similarly to the nes screen.... The only other thing it could be is there's a bug in gsKit's persistent queue code (allows drawing something every frame) or... maybe it was that bug that MegaMan fixed for the FONTM rendering issues. It was really a bug that could affect quite a few things.
It also looks like there's a new NES emulator in the works for PS2. http://code.google.com/p/nesemu/ & more info here. Looks like it uses SDL.
Hum, in this case it probally is a Linux/PS2 emulator, since unfortunately, SDL is not ported, as far as I know, to PS2. If it was, porting games to PS2 would be a breeze, and I could port my Rockman clone to it in a blink of eyes.
you made a rockman clone game i would like to see it some day maybe a ps2
It's still in eraly development stage
Doing the engine is a piece of cake, but I'm trying to create a (kind of) complete editor, enabling anyone to create stages, bosses, anemies and such. Doing all this not hardcoded is what makes the thing big and fun to code.
Originally Posted by protomank
do you know how to build games on windows without linux then port to ps2 cuss i would like to build games too!
Yes, my project is multi-platform (Linux, Mac and Windows), but the editor is kind of hard to port to PS2, at least pure PS2 without Linux, because it is based on Qt library from Nokia.]
The game-engine is based in SDL, that should be less hard to port, but I'll need to take a look on the libraries for PS2 before saying it is possible to (me) port the code, I've never programmed anything for PS2.
The project is public (I still need some free graphics do not use Capcom ones so do not expect anything amazing for now) and can be found at:
I hope I get some free time at holidays to finish the basic game-engine (jump, run, shot) and improve the map editor.
@protomank & zin0099:
This thread is dedicated to the project "FCEUltra for PS2" by ragnarok2040.
If you want to discuss unrelated projects, then do it in your own threads.
Best regards: dlanor
There's a SDL port with some extended libraries in the ps2dev subversion repository. Not sure if they'll be of much help though since not a lot of things, except for doom and neocd, was ported with it.
I've modified the mode setting a bit and removed the interlace options from the mode. Depending on the mode used, the height of the drawable area is either doubled or remains the same and the height offset is also changed to accomodate for the slower reading mode. This should allow interlaced VGA screens to be set, and should also make it easier to support any variation of interlaced mode or progressive mode. Well, that's the idea, anyhow .
Now interlacing is defined with two options: interlacing = on or off with readmode being field or frame. I'm putting in some comments to explain the difference better.
Currently, I've finished with setting up widths and heights for various modes. Now I've just gotta add the offsets and make the test app.