 |
 |
All times are GMT +2. The time now is 05:15 PM. |
| PS2 Homebrew/Dev & Emu Scene Topics relating to homebrew PS2 development and emulation. |

05-09-2008, 06:51 PM
|
|
Registered User
|
|
Join Date: Dec 2002
Posts: 104
|
|
|
I just fixed another bug in _splitpath which might not affect that release, but it was affecting snes9x. After I'd copied over the device part of the string, I was setting the null terminator one byte too far. g++ was making the bug appear with a random character in device like mc0:M/BOOT/... but gcc was not.
While testing, I came across a bug with saves. The first time opening a game, the filename is alright, (game.nes game.ips gamecrcvalue.sav). Then the next time, the first number from the crcvalue is appended to states and save names :S, (game.nes gamec.ips gameccrcvalue.sav) so you get a doubled number in the middle. I'm pretty sure it's derived from trying to fix it so entire small filenames get included in the filename, so I just reverted it since it worked fine before.
|

05-09-2008, 08:46 PM
|
 |
Registered User
|
|
Join Date: Jan 2005
Posts: 218
|
|
|
ragnarok: sorry about the delay, real life (tm) called and i had to answer...
Anyway, I tested the previous post version.
It reported "error saving game 0"..
Also, it crashed when exiting to elf.
How I can save the FCEUMM.cnf file?
I'll test this new version... i'll bbl in a few
Welp.. here I am... same bug as previous version ragnarok
I'm guessing that the emulator NEEDs a folder in the memorycard called FCEUMM to save the cnf and savestates properly now.
I can't test for sure, because I'm out of memorycards here.
So, to remind you...
My save folder is pointed to hdd0:/__boot/NES/
My exit to elf is pointed to hdd0:/__boot/boot.elf
I can't save FCEUMM.cnf. I won't save.. anywhere, unless, it only saves to the memorycard.
Exit to elf crashes the ps2, saves aren't working. Error saving state 0, error loading stat 0
Last edited by spkleader; 05-09-2008 at 09:31 PM.
|

05-10-2008, 05:44 AM
|
|
Registered User
|
|
Join Date: Dec 2002
Posts: 104
|
|
Yeah, if you don't have a hdd0:/+FCEUMM/ partition or a mass:/FCEUMM/ folder, you need to have a mc0:/FCEUMM/ folder, and they're all case sensitive. When it boots up, it looks for those paths and sets them by precedence, so hdd0:/+FCEUMM/ before mass:/FCEUMM/ before mc0:/FCEUMM/ and they're only used for the .cnf files. Save states save to the savepath, so they should be going to your hdd0:/__boot/NES/ or pfs0:/NES/ after it's been mounted. As a safety precaution in the future, when starting, if no cnf paths are found, I'll have FCEUltra try to create mc0:/FCEUMM/ and then, if that fails, issue a warning advising the creation of either the partition or one of those directories on mass or the first memory card in order to save the configuration.
I just realized the function I use to mount the savepath and elfpath partitions, which is a clone of _splitpath's code, didn't have any of the fixes added. Totally slipped my mind. It's probably mangling the pfs0: path it returns to pfs0:#/NES/ where # is some random byte. I'll add the fixes and do some testing with both C and C++ to make sure it's working properly.
See if this works,  .
Edit:
For those looking for Snes9x news. I've gotten a rom loaded and initialized and emulating in a loop, but only rendering black... which is probably my fault. So far, I've only came across one random crash bug, which I fixed. The speed in PCSX2 is about 10 fps... which isn't looking too good, since FCEUltra, by comparison, runs at 40 on my machine.
Last edited by ragnarok2040; 05-10-2008 at 10:57 AM.
|

05-10-2008, 11:50 AM
|
|
Registered User
|
|
Join Date: Jan 2005
Posts: 9
|
|
|
This last version seems to be in working order, from what I can tell. Good times.
|

05-10-2008, 01:14 PM
|
 |
Registered User
|
|
Join Date: May 2008
Posts: 9
|
|
Thanks alot! It's cool! 
|

05-10-2008, 06:00 PM
|
|
Registered User
|
|
Join Date: Dec 2002
Posts: 104
|
|
As promised,  , I have something to show. It's not pretty, since I"m having to use FCEUltra's palette in order to get anything displayed until I figure out snes9x's ppu stuff, but nevertheless, it's recognizable.
|

05-10-2008, 09:06 PM
|
 |
Need help ???
|
|
Join Date: Apr 2005
Location: Somewhere
Posts: 530
|
|
|
Sweeeeeet, and sorry i didn't take the time to test ur latest release.
|

05-10-2008, 09:53 PM
|
 |
Registered User
|
|
Join Date: Feb 2006
Location: Campinas - SP - Brazil
Posts: 180
|
|
Quote:
Originally Posted by ragnarok2040
As promised,  , I have something to show. It's not pretty, since I"m having to use FCEUltra's palette in order to get anything displayed until I figure out snes9x's ppu stuff, but nevertheless, it's recognizable.
|
Hey ragnarok!
It's great to see you are back again at full power! Geep up the outstanding work with snes9x porting. It will be another great contribution to the PS2 scene and joy for emulation freaks! 
|

05-11-2008, 03:44 AM
|
|
Registered User
|
|
Join Date: Mar 2008
Location: Porto Alegre, RS, Brazil
Posts: 29
|
|
WOw, I'm amazed!
In a short time you already had video (no matter the pallete colors) working!
And plus, even that it does not have full emulation (sound, etc), 24 fps is very good for a start, looks promissing.
Great job man, you're my idol 
|

05-12-2008, 02:51 AM
|
|
Registered User
|
|
Join Date: Apr 2008
Posts: 63
|
|
Quote:
Originally Posted by bootsector
Hey ragnarok!
It's great to see you are back again at full power! Geep up the outstanding work with snes9x porting. It will be another great contribution to the PS2 scene and joy for emulation freaks! 
|
yes i'm with bootsector
give us the snes9x emulater for ps2 (as long as games like star ocean work i'll be happy)
are you trying to combined both your fcultra for ps2 with a snes emulator?
|

05-12-2008, 03:56 AM
|
 |
Registered User
|
|
Join Date: Jan 2005
Posts: 218
|
|
ragnarok: Even with the latest build, I'm suffering from the same old problems. I guess that FCEUMM folder in the MC is really required. Since I don't have it, everything gets messed up.
Can you make a build that will create that folder on startup? No need to change anything from the previous version, just make it to create that folder.
Guess it's time to implement this check 
|

05-12-2008, 09:09 AM
|
 |
28 days, 6 hours, 42 minutes, and 12 sec
|
|
Join Date: Aug 2004
Location: Middlesex
Posts: 155
|
|
|
Hey Ragnarok, Just wanted to say keep up the fantastic work! I just finished playing through Mega Man 2 and, aside from the occasional glitch in the colour palate, it played through flawlessly! Thanks for the bang-up emulator, and be sure to drop a line when you get a donation page setup (also, if you need help with a website, I can help, if you're interested!). :-)
Testing notes: Loading from USB mass0: works well, but I'm unable to save my settings (screen center, etc) and save states don't *always* save properly..I wish I could give more details, but I don't know all that much about programming. :-/ Sorry!
|

05-12-2008, 01:33 PM
|
|
Registered User
|
|
Join Date: Dec 2002
Posts: 104
|
|
|
Hrmm, perhaps something is wrong with the way I'm testing paths, returning false negatives. The mc0:/FCEUMM/ folder isn't supposed to be required if you have another valid path, but I forced the creation of the mc0:/FCEUMM directory at startup just in case. For the save state problems, I'm guessing that the filename still isn't being correctly made in some cases. The filenames of the roms that it fails on would help with that, and if it's failing on doing multiple saves in a row or loading in a row. If you boot the program using ps2link/ps2client, I added a printf() statement to see what the filename is when saving the state.
zin0099, I'm not sure if star ocean would work, since it says in the readme, for 1.51, that games that use sdd1 graphics utilize over a hundred megabytes of ram for emulation.
I've gotten colors working correctly for snes9x but the resulting image is being garbled, probably because I'm initializing gskit wrong or something since the 16-bit texture examples in gskit's src work fine.
|

05-12-2008, 03:39 PM
|
 |
28 days, 6 hours, 42 minutes, and 12 sec
|
|
Join Date: Aug 2004
Location: Middlesex
Posts: 155
|
|
|
Thanks so much for the rapid updating! I'll try this out tonight after work.
|

05-12-2008, 03:49 PM
|
 |
if(hacker 2005AD == philosopher 200BC) {
|
|
Join Date: Sep 2004
Location: /bin/bash
Posts: 1,357
|
|
|
ragnarok -> until you make a release, please state visually at application launch or in main menu the build number, please.
In order to avoid faulty feedback, i e
__________________
}
|

05-12-2008, 05:36 PM
|
|
Registered User
|
|
Join Date: Dec 2002
Posts: 104
|
|
I haven't been numbering them :S. I guess I can start doing that. But first:

|

05-12-2008, 05:54 PM
|
|
Registered User
|
|
Join Date: Mar 2008
Location: Porto Alegre, RS, Brazil
Posts: 29
|
|
Looks very nice, can't wait to test when the betas come out
What was causing the problem in colors before, the gtKit?
|

05-12-2008, 07:05 PM
|
 |
Registered User
|
|
Join Date: Jan 2005
Posts: 218
|
|
w000000t!!!!
Testing the latest compilation of FCEUltra 
|

05-12-2008, 07:12 PM
|
 |
28 days, 6 hours, 42 minutes, and 12 sec
|
|
Join Date: Aug 2004
Location: Middlesex
Posts: 155
|
|
Quote:
Originally Posted by ragnarok2040
I haven't been numbering them :S. I guess I can start doing that. But first:

|
How consistent of framerates are you getting? Also, I'd like to second the question: When are alphas coming out? ;D
|

05-12-2008, 09:23 PM
|
|
| |