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Thread: FCEUltra for PS2
  

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  1. #81  
    ragnarok2040 is offline Member
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    You can still browse for roms on other partitions. This is for loading a cnf off of other devices, which needs hardcoded paths. It assumes that if you have your cnf on your hard drive that you would want to save there as well or on mass: since they're not as size-limited like the memory card as much. I guess I could modify it so that it still loads a custom savepath from from the cnf, unmounts FCEUMM if the path is on another partition then mounts your preferred one. I'm also changing the way the program boots to an elf so I don't need to have so many partitions mounted. I'm not sure what I was thinking months ago when I implemented the current system, heh. I'm also implementing EEUG's CDVD module as well so that people can use video dvds.

    I'm having trouble debugging, though. For some reason, ps2link isn't communicating via my new router to ps2client. I'm sure the IP's are correct. The router's log isn't reporting a blocked connection or anything. I'm working on it though.

    Update:
    Heh, , forgot to include the required IOP modules on the ps2 when I recompiled it. dlanor, if you're reading this, when IOP modules are compiled into a project, are they supposed to use the %.o : %.s rule which uses ee-as or %.o : %.S rule which uses ee-gcc? I hadn't noticed before but I think the %.o : %.S rule with ee-gcc has been overriding the other one... probably because of the "make" version I'm using. Either way has been producing the same code, as far as I can see, but I'm not sure which way is correct. I'm guessing the small "s" rule is for iop modules, and the big "S" rule is for EE assembly files?

    Update2:
    Yay, I've gotten Video DVDs to read as well as my PS1 boot CD using SMS's CDVD module. Thanks to EEUG for providing such a useful utility . dlanor, I've pmed you the specifics on ps2dev.org's forums so you can add it to ulaunchelf as well. It doe
    Last edited by ragnarok2040; 04-28-2008 at 09:26 AM.
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  2. #82  
    spkleader's Avatar
    spkleader is offline resU deretsigeR
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    Wait a min ragnarok... you're saying that we can use FCEU to watch dvds now?
    hehehe.. jokes apart, I'm waiting for the new version
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  3. #83  
    barf's Avatar
    barf is offline This product has been banned!
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    Quote Originally Posted by spkleader View Post
    Wait a min ragnarok... you're saying that we can use FCEU to watch dvds now?
    hehehe.. jokes apart, I'm waiting for the new version
    No, but UDF disks do not have checking of valid PS2 disk... so this means you can make a DVD video aka UDF disk with ROMS on that will not check for a valid PS2 disk in the optical drive.
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  4. #84  
    ragnarok2040 is offline Member
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    Just to post an update. Since the FCEUltra.cnf file is getting to be a bit large, I've taken out the input configuration from there and exported it to separate p1input.cnf and p2input.cnf files (for autoloading). If you just have a FCEUltra.cnf and no input configurations, it'll just use the default setup. I've implemented that "configure input" option, finally, heh. Now it's possible to switch input configurations between games. I've also simplified making control configurations as well. E.g., instead of just using the hex numbers, you can specify certain identifiers, like "SQUARE, CROSS, CIRCLE, R1, L1, R2, L2, R3, L3, START, SELECT" and etc., though, you can still use hex math to do button combinations. The p1input.cnf and p2input.cnf files get overridden when you save your configuration, so you don't need to configure your input everytime you go to play a specific game. You should have a backup default input.cnf in case you want to switch back.

    I've also changed the browsing code a bit, which shouldn't have any visible effect, but I've gotta test it out to make sure I didn't break anything. Since snes9x requires around 16 mb's of memory to run and I'm not sure how much memory my browser code takes, I've been trimming things down, heh.

    Example input.cnf
    Code:
    ;Default configuration
    JOY_Menu          = TRIANGLE
    JOY_SaveState     = R2
    JOY_LoadState     = L2
    JOY_FDS_DiskSwap  = R3
    JOY_FDS_SideSwap  = L3
    JOY_A             = CROSS
    JOY_B             = SQUARE
    JOY_Select        = SELECT
    JOY_Start         = START
    JOY_Up            = UP
    JOY_Down          = DOWN
    JOY_Left          = LEFT
    JOY_Right         = RIGHT
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  5. #85  
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    Why do you mention snes9x? FCEUltra is NES only? Or does it have SNES emulation capabilities too now?
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  6. #86  
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    I think he meant that he's reporting snes9x as a side project.
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    I think he meant that he's re-porting snes9x as a side project.
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  8. #88  
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    Quote Originally Posted by Bootlegninja View Post
    I think he meant that he's re-porting snes9x as a side project.
    Wow, now that is _really_ nais!

    Where do I sign up for alpha testing? I have a separate PS2 for homebrew testing.
    Last edited by barf; 04-29-2008 at 02:03 PM.
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  9. #89  
    protomank is offline Member
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    He is using video/sound/files routines of FCE Ultra PS2 as basis for a new core for snes9x. This avoids code duplication and makes life really easier
    There is an emulator, medafen I belive, that also uses snes9x UI to run nes, master system and genesis also.
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  10. #90  
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    TnA
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    Hope it is allowed.
    Open-Source-Multi-Emulator

    Mednafen
    http://sourceforge.net/projects/mednafen/
    PS2 V7/DMS3 V2 (FW:2.4b7); Seagate Baracuda 200GB
    PS2 V7/CC1.0 (FW:34 hacked v2 BM:2.1.6); Maxtor DiamondMAX9 PLUS 160GB
    PS2 SCPH-30004R; NoMod+NoLaser

    3xSony BBA
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