1 -- gameplaySP Gameboy Advance emulator for Playstation Portable --
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6 v0.91 (minor cleanup release)
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8 NOTE: I don't usually do minor releases but I rewrote a ton of
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9 things in gpSP 0.9, much of it during the last few days, and although
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10 I spent a lot of time debugging a few bugs inevitably crept in.
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12 # Fixed some issues in the new memory handlers that crept up, hopefully
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13 should fix the problems between 0.8 and 0.9.
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14 # Fixed a bug introduced in 0.9 that could cause crashes when selecting
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15 things in the menu (I hope, at least).
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16 # Fixed a bug with a certain invalid opcode causing a jump to be scanned
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17 when there isn't one (fixes Sabre Wulf).
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18 # Removed 2048 option for audio buffer.
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20 v0.9 (yes, it's still beta)
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22 NOTE: As some of you may be aware I'm pretty much tired of these
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23 unofficial releases by people (okay, mostly single person) who
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24 don't wish to follow my wishes. I'm in the process of asking this
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25 person to stop, in his own language. However, I want to make
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26 something clear. Look at the last six new features in this
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27 changelog. I added these TODAY. I could have done them at any
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28 time. But I didn't, because I spent many (dozens, quite possibly
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29 hundreds) hours debugging games that people want to play. I have
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30 always believed that this is far more important than spending time
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31 on new features. Frankly, I'm tired of my emulator being hacked on
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32 by other people, and if it doesn't stop I'm going to make this
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33 project closed source.
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35 Since I know this information is most visible when updated on the
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36 major sites, note that it is the news posters I am especially
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37 talking to. Next time you upload unofficial releases of my
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38 emulator (without even knowing what's changed) bear in mind that
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39 you're only encouraging me to stop working on this. If you want
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40 to pick sides between me and unofficial devs, be my guest. I'll
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41 let you decide by the contents of this release who's doing more
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44 Oh, and if you downloaded a version of gpSP that has more than
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45 "gpSP" in its name then you're using one of their versions. Shame
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46 on them for not even removing this threatening message, and shame
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47 on you. Unless you're using a port I endorse (GP2X, Dreamcast, etc),
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48 in which case everything's good.
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51 # Fixed stereo output being reversed.
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52 # Fixed a bug causing misaligned errors on 8bit writes to the gbc
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53 audio channel 3 wave data (fixes various Super Robot Wars games)
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54 # Fixed DMA with garbage in their upper 4 bits (fixes a crash in
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56 # Added double buffering to the rendering, removes line artifacts.
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57 Big thanks to Brunni for the idea.
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58 # Fixed a bug preventing some SRAM based games from saving (fixes
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60 # Fixed a bug causing part of EWRAM to potentially get corrupted if
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61 code segments loaded in EWRAM cross 32KB boundaries (fixes
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63 # Fixed a bug causing games using movs pc in user mode (very bad
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64 behavior) to crash. Fixes Colin McRae Rally 2.0.
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65 # Improved timing a bit more. Fixes GTA Advance.
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66 # Fixed a sprite clipping bug (fixes crash in third boss of Zelda:
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68 # Increased translation buffer size significantly (fixes Donkey Kong:
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70 # Fixed a dynarec bug causing add pc, reg to not work in Thumb code
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71 (fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden
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72 Sun, probably fixes other games)
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73 # Made sprites using tiles < 512 not display in modes 3-5 (fixes
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74 a couple minor graphical bugs)
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75 # Removed abort on instruction 0x00000000 hack, was breaking a
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76 certain bugged up game (Scurge)
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77 # Fixed bug in flags generating variable logical shifts (fixes
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79 # Fixed unaligned 16bit reads (fixes DBZ:LoZ in game)
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80 # Redid contiguous block flag modification checking AGAIN and
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81 hopefully got it right this time (fixes Mario vs. Donkey Kong)
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82 # Redid ldm/stm instructions, fixing some cases (along with the
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83 timing improvements fixes Mario & Luigi)
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84 # Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot
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86 # Completely redid memory handlers, accurately emulates open and
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87 BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon),
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88 Rayman, MMBN 1 (last dungeon), probably others.
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89 # Fixed a minor graphical glitch on the edges of the screen
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90 (thanks Brunni and hlide for the help!)
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91 # Fixed crash on loading savestates from files of games not currently
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92 loaded, but be sure you have the exact file you loaded it from or
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94 @ New memory handlers should provide performance boost for games
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95 that access VRAM significantly (ie 3D games)
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96 @ Added dead flag elimination checking for logical shifts, probably
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97 doesn't make a noticeable difference but should have been there
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99 + Added rapidfire to the button mappings.
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100 + Added auto frameskip. Removed fractional frameskip (don't think
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101 it's very useful with auto anyway). Select auto in the graphics/
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102 sound menu to activate it; frameskip value will act as the
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103 maximum (auto is by default on). Thanks again to Brunni for some
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104 help with this. Frameskip options are game specific.
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105 + Added vsync to the rendering. Only occurs when frames aren't
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106 skipped. Seems to reduce tearing at least some of the time.
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107 + Added non-filtered video option.
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108 + Cheat support (Gameshark/Pro Action Replay v1-v3 only), still
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109 in early stages, doesn't support everything; codes may cause
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110 the game to crash, haven't determined yet if the codes are bad
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111 or the implementation is. See cheat section for more information.
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112 + Added ability to change audio buffer size. Does not take affect
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113 until you restart the game.
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114 + Added analog config options.
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115 + Added ability to set analog sensitivity and turn off analog.
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116 + Added ability to change the clock speed. This is a game specific
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117 option. Try lower speeds w/auto frameskip to save battery life.
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118 + Fixed savestate speed on crappy Sony sticks.
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120 (legend: # bug fix, + feature addition, @ optimization)
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122 v0.8 - ("unlocked" beta)
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124 NOTE 1: It has come to my attention that there are actually BIOSes
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125 out there that are being used that cause some games to not work.
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126 The BIOS md5sum listed here is for the BIOS actually in GBAs and
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127 is as accurate as you'll get, (if you have a GBA and a flashcart
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128 you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS)
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130 NOTE 2: Since I know this is as far as a lot of people here I have a
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131 little request. Please, please, (I'd italicize this if I could)
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132 please stop constantly asking me when the next release will be,
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133 what it'll have, etc. And while you're at it, please stop asking me
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134 to implement wi-fi multiplayer, cheat support, or fix all of your
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135 games. Some things will happen in due time, other things might not
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136 ever happen. I devote about as much time as I can to this emulator
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137 and I carefully include as much as I can in releases to try to
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138 minimize the number of people who will nag me next time (erm, I
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139 mean, to make the most people happy), so I don't release every other
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140 day or anything like that. Sorry that I can't release once a week,
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141 but I'm a lot busier now than I was when I was first developing this
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142 emulator. Good thing I got the first version out before that, wasn't
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145 Congratulations, you made it this far! Now read the rest of the this
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149 # Fixed bug in dead flag elimination, "alt" version no longer needed.
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150 # Fixed EEPROM saves being saved as 32kb instead of 512bytes/8kb
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151 + 32MB ROM support has been added. ROMS are "demand loaded" as
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152 necessary and page swapped out; there might be a small loading lag,
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153 but I have yet to ever really notice anything.
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154 NOTE: 32MB ROM support only works for unzipped ROMs.
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155 + Save states have been added. See the save state menu for save/load
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157 + Support for the real-time clock (RTC) chip in Pokemon cartridegs
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158 and other games. The implementation is based off of VBA's, whatever
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159 notes on gbadev I could find, and some of my own reverse engineering
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160 of what the games do... it might not be totally correct. Also,
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161 setting the time does not work.
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162 + Per-game configuration. Currently this only saves frameskip and
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163 frameskip variation options.
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164 + Removed the flash type option from the menu and instead added it
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165 to game_config.txt. Hopefully got everything - let me know if you
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166 find something that isn't there. It's pretty easy to add them if you
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168 + Added a display in the upper left-hand corner to indicate when
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169 fast-forward is on.
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170 + Added button bindings for save/load state.
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171 @ Found a fix of StrmnNrmn proportion: far too much unnecessary mutex
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172 synchronization was going on. Removing the two offending lines of
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173 code gave a massive speed boost for free. Enjoy.
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175 v0.7 - (beta than ever)
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177 # Fixed a dynarec bug involving flags generating functions in
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178 contiguous conditional blocks. Fixes music in Super Mario
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180 # Fixed a dynarec bug where Thumb mov imm instructions wouldn't
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181 set flags. Fixes Zelda: Minish Cap, Megaman Battle Network,
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182 probably others. Comes at a slight speed cost.
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183 # Fixed a MIPS dynarec bug where some delay slots might not
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184 get filled rarely, causing chaos. Don't know if it improves
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186 # Improved self-modifying code detection. Makes Golden Sun,
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187 Golden Sun 2, and Madden 2007 sorta work but excrutiatingly
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188 slowly. Looking for a game-specific workaround for this - if you
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189 want to play these games you'll have to wait for now :(
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190 # Fixed a bug causing the interrupt disable flag to go down
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191 when SWIs are entered, causing crashes/resets. Fixes
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192 Super Mario Advance 2-4.
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193 # Fixed menu crashing when strings with certain characters are
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194 printed (for instance going to the menu after loading the
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196 # Accidentally forgot to render win0 + win1 + objwin when all
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197 active at the same time, many weeks ago. Added that, should fix
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198 some parts in games that had frozen screens.
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199 # Fixed some issues with gpsp.cfg needing to be present and
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200 corrupting, hopefully. At the very least sanity checks are
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201 performed on the config file.
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202 # Made it so assigning the frameskip button to something besides
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203 triangle actually worked as expected.
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204 # Fixed ability to restart current game if nothing is loaded
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206 # Added interrupt on cpsr modification support to the dynarec
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207 (fixes backgrounds in Castlevania: Harmony of Dissonance)
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208 # Added open addressing for ldm/stm instructions (fixes
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209 Super Mario Advance 3)
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210 # Improved cycle accuracy a little. Don't know of anything this
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211 fixes, but games with idle loops will run a little better w/o
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212 idle loop elimination (but should still be added when possible)
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213 # Fixed some bugs causing sound to play sometimes when it shouldn't.
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214 @ Added dead flag elimination for Thumb code. May possibly have
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215 noticeable performance increases (Thumb emited coded size can
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216 have a reduction of 20% or more)
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217 @ Added code generation for divide SWI. May have a small speed
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218 increase in some games.
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219 + Added analog nub support (special thanks to psp298 for the
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221 + Added fractional frameskip. Go below 0 to get them. A frameskip
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222 of 1/2 for instance means render 2 out of every 3 frames, 2/3
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223 means render 3 out of every 4 frames, etc. Possibly useful for
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224 games that are not quite fast enough at fs0 but fullspeed at
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227 v0.6 - (still beta quality, look out for new bugs)
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229 NOTE: Please include gpsp.cfg with EBOOT.PBP, this shouldn't be
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230 necessary but I think it is right now.
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232 # Fixed a nasty bug that shouldn't have made it into the initial
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233 release; a lot of games that TECM.. erm.. crash won't anymore.
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234 NOTE: This doesn't mean that no game will ever crash, freeze,
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235 otherwise not work.
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236 # Fixed some crashes in the GUI and the ability to "go up" past
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237 ms0:/PSP. Made the "go up" button square like it was supposed to
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238 be (instead of cross).
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239 + There's now a menu that you can access, by default press right
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240 while holding down triangle for the frameskip bar.
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241 + Menu option: resize screen aspect ratio, the default is now
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242 "scaled 3:2" which makes it look more like a normal GBA. You
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243 can use "fullscreen" (what it was like before) or "unscaled 3:2"
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244 (tiny but pixel for pixel like a GBA)
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245 + Menu option: You can now load new games while the current one
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247 + Menu option: You can now restart the currently running game.
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248 + Menu option: Frameskip variation - this defaults to "uniform"
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249 whereas it defaulted to "random" last release. Basically, turn
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250 it on random if you find that frameskip causes flickering
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251 animations to make things disappear. Other than that it will
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252 generally look better on uniform.
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253 + GUI and file loading now have "auto repeat" on the buttons so
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254 they're not such a pain to navigate.
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255 + Menu option: Added support for 128KB flash ROM, some games
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256 require it (Pokemon Firered/Leaf Green, Super Mario Advance 4),
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257 turn it on before running the game to make sure it works.
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258 NOTE: There are some versions of these ROMs that have been
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259 hacked to get around their 128KB flash, and may not even work
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260 properly at all. Look out for them, these games should save
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261 128KB save files after you set the setting to it, IF they use
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263 + Menu option: Added ability to make the .sav files only update
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264 when you exit the emulator, use with extreme caution (in other
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265 words, it's not a good idea to use something like this in beta
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266 quality software if you care about your saves). Does NOT update
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267 if you exit through the home button, don't use the home button
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268 if you can help it.
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269 + Zip support thanks to SiberianSTAR. It will load the first file
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270 with the extension .gba or .bin that it finds.
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271 + Menu options are saved to gpsp.cfg. Note that it does not save
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272 frameskip options or flash ROM options because these are very
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273 per game particular.
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274 + The emulator will now try to save backup files to something
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275 more matching the backup size than a fixed 64KB.
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276 @ Loading ROMs and the auto save of the .sav files is MUCH faster
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277 now. Thanks for the heads up on how to improve this from pollux!
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278 @ While coding for the screen resize code I found that SDL just
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279 wasn't cutting it and had to code for the GU myself. Turns out
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280 the new code is faster (but because it is render code any
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281 improvement will be diminished to nothing as frameskip is
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282 increased). Special thanks to Zx-81 for the tips on this one
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283 and for his GU code in the PSPVBA source as an example.
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284 @ Added some games to game_config.txt. Note that not all versions
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285 of these ROMs will work with these options, try to use the USA
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286 version if possible.
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288 8-19-2006 v0.5 - Initial release (public beta quality)
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293 gameplaySP (gpSP for short) is a GBA emulator written completely from
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294 scratch. It is still pretty young (only having started a 3 months prior
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295 to the first release) and thus rather immature, but it does a decent
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296 job of playing a number of games, and is being improved upon somewhat
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297 regularly. It is currently somewhat minimalistic, in the sourcecode,
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298 presentation, and features. Its number one focus is to deliver a GBA
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299 gaming experience in the most playable way that PSP can manage, with
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300 frills being secondary (although still a consideration, at least for
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303 Having said that, optimization was the important way in achieving this
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304 goal, with overall compatability being a near second. Because of this
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305 some games may not run at the favor of running more games significantly
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306 better. Of course, the compatability will improve with time. The
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307 compatability in the current version (0.8) is perhaps around 80%
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308 (assuming the correct BIOS image is used).
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310 Many games will run at their best out of the box, but some games will
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311 run very slowly unless idle loops are taken care of. There is a supplied
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312 ROM database, game_config.txt, that gives idle loop targets and other
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313 settings that may help a game to run better (or at all) on a per-game
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314 basis. Currently (as of version 0.8) a few dozen games are on this list,
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315 mostly only USA versions. This list will continue to be updated; there's
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316 no real telling exactly how many of the ~2500 GBA games will need to
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319 gpSP currently requires an authentic GBA BIOS image file to run. It will
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320 make no effort to run without one present; this file is 16kb and should
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321 be called gba_bios.bin and present in the same location as the EBOOT.PBP
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322 file. Please do not ask me where to obtain this, you'll have to look
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323 online or grab it from a GBA. Note that it is not legal to have this file
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324 unless you own a GBA, and even then it's rather gray area.
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330 gpSP mostly emulates the core Gameboy Advance system. As of right now it
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331 does not emulate any special hardware present on various GBA cartridges.
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336 GBA CPU: All ARM7TDMI ARM and Thumb mode opcodes except block memory w/
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337 s-bit (probably aren't used in GBA games)
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338 Video: Modes 0, 1, 2 almost completely, basic 3-5 support, sprites,
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339 windows/OBJ windows
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340 Interrupts: HBlank, VBlank, all timers, all DMA channels, keypad
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341 DMA: Immediate, HBlank, VBlank, sound timer triggered
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342 Sound: Both DirectSound channels and all 4 GBC audio channels
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343 Input: Basic GBA input delivered through PSP controls
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344 Cartridges: Currently supports ROMs up to 32MB in size (the maximum for
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345 GBA) with the technique of ROM page swapping to fit within PSP's RAM.
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346 Backup: 32/64kb SRAM, 64/128kb flash, 512bit/8kb EEPROM
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347 RTC: The real-time clock present in cartridges such as most of the
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348 Pokemon games and some others.
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353 Video: No mosaic, bitmap modes lack color effects (alpha, fades),
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354 there might be some minor inaccuracies in blending...
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355 Cycle accuracy: Very cycle innacurate; CPU is effectively somewhat
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356 overclocked, meaning games with rampant idle loops will probably run
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357 rather poorly. DMA transfers effectively happen for free (0 cycle).
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358 Please do NOT use gpSP as a first source for developing GBA homebrew,
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359 try No$GBA instead.
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362 Additional features it has:
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363 - The ability to attempt to run games at faster than GBA speed (sometimes
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364 they can end up a lot faster, other times not so much)
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365 - Savestates: the ability to save a game's state to a file and resume
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366 playing where you left off later.
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367 - Mild cheat support
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370 Features that it doesn't have (please don't ask me to implement these!)
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371 - Wi-fi multiplayer
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376 The default control scheme is very simple. If you don't like it you can
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377 change it in the configuration menu.
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379 At the ROM selection screen:
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381 Up/down: navigate current selection window.
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382 Left/right: switch between file window and directory window.
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383 Circle/start: select current entry.
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384 Square: go one directory up.
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388 Up/down/left/right: GBA d-pad
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389 Circle: GBA A button
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390 Cross: GBA B button
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391 Square/start: GBA start button
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392 Select: GBA select button
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393 Left trigger: GBA left trigger
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394 Right trigger: GBA right trigger
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395 Triangle: Adjust frameksip
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397 In frameskip adjustment:
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399 Hold down triangle to keep up, press up/down to increase/decrease
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400 frameskip, respectively. Press down at 0 to change to auto, and up
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401 at auto to change to 0.
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405 Up/down: navigate current menu.
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406 Left/right: change value in current menu selection (if a value is present)
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407 Circle/start: select current entry (see help for entry to see what this means)
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408 Square: exit the current menu.
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413 The purpose behind frameskip is to cause the emulator to not render every
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414 frame of graphics to make the emulation closer to fullspeed. Many games will
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415 run fullspeed without skipping any frames, however, some (particularly more
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416 graphically demanding ones) will require this.
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418 Frameskip can be set to two forms, either auto or manual. Auto will attempt
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419 to skip only as many frames as necessary to make the game full speed, and
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420 will not skip more than 4 in a row no matter what speed the game runs at
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421 (at this point the benefits of frameskip yield diminishing returns).
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423 It is recommended that you keep frameskip on auto, but manual is maintained
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424 as an option if you want it and works as follows:
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426 Manual frameskip will only render one out of every (n + 1) frames, where n
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427 is the current frameskip value (so 0 will render everything). Increasing
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428 the frameskip can improve speed, especially with very graphically
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434 Currently, gpSP supports some functionality of Gameshark/Pro Action Replay
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435 cheat codes. To use these, you must first make a file with the same name
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436 as the ROM you want the cheat code to apply to, but with the extension .cht.
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437 Put this file in the same directory as the ROM. To make it use a normal
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438 text editor like notepad or wordpad if you're on Windows.
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440 To write a code, write the type of model it is, gameshark_v1, gameshark_v3,
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441 PAR_v1, or PAR_v3. gameshark_v1/PAR_v1 and gameshark_v3/PAR_v3 respectively
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442 are interchangeable, but v1 and v3 are not! So if you don't know which
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443 version it is, try both to see if it'll work.
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445 Then, after that, put a space and put the name you'd like to give the cheat.
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447 On the next several lines, put each cheat code pair, which should look like
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452 Then put a blank line when you're done with that code, and start a new code
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453 immediately after it. Here's an example of what a cheat file should look
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457 gameshark_v3 MarioInfHP
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460 gameshark_v3 MarioMaxHP
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463 gameshark_v3 InfHlthBat
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469 gameshark_v3 StopTimer
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473 After you have written the .cht file, you have to enable the cheats
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474 individually in the game menu. Go to the Cheats/Misc menu, and you will
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475 see the cheats; turn them on here. You may turn them on and off as you
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476 please, but note that some cheats may still hold after you turn them off,
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477 due to the nature of the system. Restart to completely get rid of them.
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481 This is still very work in progress! I basically added this in only 1.5
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482 or so hours, and I don't have a lot of time right now to work on it
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483 before releasing. So I'll probably improve it later.
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485 Not all of gameshark's features are supported, especially for v3. Only
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486 basic cheats will work, more or less.
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488 Cheats may be unstable and may crash your game. If you're having problems
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489 turn the cheats off.
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491 Really, there's no guarantee that ANY cheats will work; I tried a few and
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492 some seem to work, others are questionable. Try for yourself, but don't
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493 expect anything to actually work right now. Do expect this feature to
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494 improve in future versions.
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498 -- Frequently Asked Questions --
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500 Q) How do I run this on my PSP?
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502 A) Provided is an EBOOT.PBP which will run as is on a 1.0 firmware
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503 PSP or custom firmware that can run unsigned EBOOTs. On 1.5 firmwares
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504 you must use a kxploit tool to run it (try SeiPSPtool). On 2.0
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505 firmwares and higher further exploits must be used - see
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506 http://pspupdates.qj.net/ for more information. Note that I have NOT
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507 tested this emulator on any firmware version besides 1.5, and it's
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508 very possible that it doesn't run well, or at all on higher versions.
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509 Therefore I strongly recommend you downgrade if possible, and use
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510 Devhook to run games that require > 1.5 version firmwares.
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512 Be sure to include in the same directory as the EBOOT.PBP file the
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513 game_config.txt file included and the gba_bios.bin file which you
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514 must provide yourself.
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516 gpSP does not run on PSPs with version 2.71 or higher firmware yet,
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517 nor does any other homebrew executable.
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520 Q) What is a BIOS image file? Why do I need it to run gpSP? Other GBA
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521 emulators don't require this...
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523 A) The GBA BIOS image file is a copy of a ROM on the GBA system that
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524 has code for starting up the GBA (it shows the logo), verifying the
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525 game, and most importantly, providing utility functions for the games
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526 to use. It is the latter that gpSP needs the BIOS present for. It's
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527 possible to replace all of these functions with equivilent code, but
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528 this will take time - in the future gpSP may not require a BIOS image.
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531 Q) I can't find this BIOS image.. please send it to me.
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533 A) Sorry, but you're on your own. I won't send you a BIOS or tell you
\r
534 where to get one (unless you want to rip it from a GBA yourself, in
\r
535 which case I'll just give you the same link at the top). I can't do
\r
536 this because it's not legal to send it around and I don't want to
\r
537 get a reputation for illegally distributing BIOS images.
\r
540 Q) How do I know I have the right BIOS?
\r
542 A) If you have md5sum you can check if it has this hash:
\r
543 a860e8c0b6d573d191e4ec7db1b1e4f6
\r
544 That BIOS should work fine. I think that some others work fine too,
\r
545 although I haven't confirmed this with absolute certainty. It's also
\r
546 theoretically possible to use custom (and free) BIOS replacements,
\r
547 but I don't know of any publically availablone ones.
\r
549 As far as I'm aware there are two BIOSes floating around, I doubt
\r
550 you'll get one that isn't one of those two. There's a very easy way
\r
551 to determine which one you have - just look at the very first byte in
\r
552 a hex editor. The correct BIOS begins with 0x18, the buggy BIOS begins
\r
556 Q) My favorite game won't run.
\r
558 A) There probably isn't anything you can do about this, although a
\r
559 change to game_config.txt might help. gpSP is still an emulator in
\r
560 its infancy so the compatability is not superb. I don't have time
\r
561 to test too many games so I'm releasing it as a public beta to get
\r
562 a feel for some things that don't work. The next version could
\r
563 perhaps fix it, or it might never run. There are always other
\r
564 emulators of course, please try one.
\r
566 However, before nagging me there is one thing I recommend you try,
\r
567 and that is to add the option "iwram_stack_optimize = no" for the
\r
568 game in game_config.txt. See the file itself for more information
\r
569 on how to do this. If this fixes your game (and it's not already
\r
570 in the game_config.txt) please tell me about it.
\r
573 Q) My favorite game is very slow.
\r
575 A) Emulating GBA takes a number of resources and getting it done well
\r
576 on PSP is no simple task by any means. Some games are just going to
\r
577 overwhelm the emulator completely. Of course, there is one special
\r
578 case of game (a lot of early generation games fall under this
\r
579 category) that can be made much faster by a simple addition to the
\r
580 game_config.txt file. Wait for a new version of this file or the
\r
581 next version of the emulator and the game may be improved.
\r
583 That aside, there are still numerous optimizations that can be done,
\r
584 and I sure you future versions will be faster (I just can't tell you
\r
587 Also, a lot of games will be sped up considerably by adding an
\r
588 idle_loop_eliminate_target line for it in game_config.txt. There
\r
589 are some more obscurer options there that can improve speed too. If
\r
590 the game is VERY slow there might be something wrong with its
\r
591 emulation that can be improved. For instance, if you can't get a game
\r
592 to run fullspeed on any frameskip you should e-mail me about it.
\r
595 Q) Some games run fullspeed but the sound is messed up. Why?
\r
597 A) At least 9 out of 10 times it means the game isn't really running
\r
598 full speed, but just that you can't notice the difference. Increasing
\r
599 frameskip will almost always improve sound quality in these
\r
600 situations, to a certain point (after around frameskip 3 you
\r
601 probably won't be seeing many more returns if it isn't already
\r
602 fullspeed). The rest of the time it means there's a bug somewhere else
\r
603 in the emulator, probably in the CPU core. Chances are that all you
\r
604 can do is wait for it to be fixed in a later release.
\r
607 Q) The emulator crashed!
\r
609 A) Most games that don't run will probably take the emulator down with
\r
610 it, or it could be an emulator bug completely unrelated to the game
\r
611 (but unlikely). Press home and wait for the next version.
\r
613 There is some information that comes up when the game crashes. This
\r
614 information may be slightly useful to me, but chances are it
\r
615 usually won't be all that interesting.
\r
617 These days games are more likely to exit with a "bad crash" error.
\r
618 This number is possibly useful to me, but to debug a game I'll have
\r
619 to reproduce the crash anyway. When this happens it's probably due to
\r
620 a bug in the CPU core that hasn't been fixed yet.
\r
623 Q) Why won't my game save?
\r
625 A) The game might need 128KB flash turned on and might not be listed in
\r
626 game_config.txt. See game_config.txt for more information regarding
\r
627 this. Be sure to include game_config.txt with the EBOOT.PBP file.
\r
629 Other games might simply have bugs in the save support. For now, use
\r
630 savestates as an alternative if you can't save.
\r
633 Q) How do I change sound quality?
\r
635 A) Right now, you can't. For those wondering, sound is locked at 44.1KHz
\r
636 (sounds a bit high? It is, but it's currently necessary to play
\r
637 everything correctly). I don't have any plans to allow changing this
\r
638 right now, because I don't think there's really much reason to be
\r
639 able to (it'd be a tiny speed boost at best and I don't think SDL even
\r
640 allows for anything besides this sampling rate on PSP)
\r
643 Q) What is this emulator's name?
\r
645 A) Um.. what? It's gameplaySP, isn't it? You call it gpSP for short.
\r
646 Somehow the name can't have the acronyms gbSP, gbapSP, or really
\r
647 just about anything else you feel like giving it. Oh, and if you
\r
648 really want to make me happy get the capitalization right too.
\r
649 That's gpSP, not gPSP, GPsp.. you get the idea.
\r
652 Q) Does gpSP run Gameboy/Gameboy Color games? Will it later?
\r
654 A) No. Even though GBA can run these games it uses separate hardware
\r
655 that proper GBA games have no access to (save for the audio chip),
\r
656 and thus there's no point including it in a GBA emulator (it
\r
657 doesn't help run GBA games). I recommend using a GB/GBC emulator
\r
658 like Rin for playing these games. It'll probably give you a lot
\r
659 more options anyway. gpSP will never actually emulate GB/GBC
\r
660 games. You'd may as well be waiting for it to emulate PS2 games...
\r
661 (that was an analogy. gpSP won't ever emulate PS2 games. >_>)
\r
664 Q) Other emulators use the PSP's graphical hardware to accelerate the
\r
665 video emulation. Is this possible for gpSP?
\r
667 A) I'm honestly not too sure at this point. It's definitely a rather
\r
668 complicated procedure, and I don't think it'll be possible to
\r
669 accurately accelerate alpha blending. On the other hand, affine
\r
670 transformations could perhaps receive a speed boost this way. Any
\r
671 solution would have to be hybrid hardware/software, which might be
\r
672 possible due to the nature of the PSP's VRAM. Maybe someone will
\r
673 be willing to help me think of possibilities here?
\r
675 But don't bother of you're just going to tell me to render a list
\r
679 Q) Other emulators use the PSP's second CPU to offload the sound
\r
680 emulation. Is this possible for gpSP?
\r
682 A) Yes, but it wouldn't improve it nearly as much as say, SNES9x TYL.
\r
683 This is because most of the processing that goes into sound on a GBA
\r
684 game is done in the CPU, not in dedicated audio hardware. It could
\r
685 help a little, but probably not a lot. Maybe enough to be worthwhile.
\r
686 It might also be possible to split the video rendering to the main
\r
687 CPU and the main emulation to the secondary one, but there are a lot
\r
688 of coherency issues involved.
\r
691 Q) I heard gpSP can only load games 16MB or smaller in size. Is this
\r
692 true? What about zipped games?
\r
694 A) As of version 0.8 gpSP can play 32MB ROMs. However, they must be
\r
695 unzipped. The reason for this is that parts of the ROM are constantly
\r
696 loaded to memory as needed, and for this to be as fast as possible the
\r
697 ROM has to be present on the memory stick in raw format.
\r
699 You might be wondering, why not just have gpSP unzip the ROM to a file
\r
700 then delete the file when it is done? The reason why is because this
\r
701 would impose a "hidden" requirement of 32MB on the user that very
\r
702 likely may not be there. Furthermore, there are only a few 32MB games
\r
703 that anyone actually wants to play. If you only have one 32MB game on
\r
704 your memstick then it'd actually require signifnicantly more free space
\r
705 to hold both the ROM and the 32MB raw file. With 2 32MB ROMs you only
\r
706 gain a around 10-25MB of free space, depending on how effective the
\r
710 Q) Savestates? From other emulators??
\r
712 A) See the savestates option in main menu. gpSP will probably never
\r
713 support savestates from other emulators, there's just too much in the
\r
714 way of emulator specific data in them.
\r
716 Savestates are currently 506,943 bytes. They would be a little smaller
\r
717 without the snapshot, but I find that very useful and it wouldn't help
\r
718 size immensely. Compression would help, but I wanted the size to be
\r
719 constant so you knew exactly how much you could hold and to improve
\r
723 Q) What's with the zip support?
\r
725 A) I hear stories that some games work unzipped and not zipped, so you
\r
726 might want to try unzipping them if it gives you problems. You also
\r
727 might want to try making fresh zips with WinRAR - users have
\r
728 reported some higher success rates doing this.
\r
731 Q) What's with the config file? Should I make it read only?
\r
733 A) There was a bug in version 0.6 that caused the config file to not
\r
734 get updated or get corrupted sometimes. Hopefully this is fixed now,
\r
735 but if it DOES get corrupted making it read only can prevent this
\r
736 from happening in the future.
\r
739 Q) So when WILL the next version be released?
\r
741 A) Sorry, but I almost never announce release dates. Furthermore, I'll
\r
742 probably be pretty hush hush on internal development, just to keep
\r
743 people from nagging me about it and building too much suspense.
\r
746 Q) I don't like this emulator. Are there other alternatives?
\r
748 A) Yes. Try PSPVBA by Zx-81 (http://zx81.dcemu.co.uk/). Overall I doubt
\r
749 the compatability is significantly higher than gpSP's anymore, but
\r
750 I'm sure there are some games it runs that gpSP doesn't.
\r
753 Q) I heard there was a version of gpSP for PCs. Is that true?
\r
755 A) I developed this emulator internally on PC. It might have a speed
\r
756 advantage over other PC GBA emulators, although the PSP version has
\r
757 more sophisticated optimizations. Most people have fast enough
\r
758 computers to run better GBA emulators for PC and gpSP lacks some
\r
759 important features (screen resizing) that the PSP version kinda
\r
760 hides. Even though gpSP spent a majority of its development
\r
761 gestation as a PC app it was always developed with the PSP in mind,
\r
762 so the PC version will probably not see the light of the day unless
\r
763 I get overwhelming demand for it. It is, however, possible to
\r
764 build it from the source. But I request that you don't distribute
\r
765 such builds. If you happen to find one, bear in mind that I don't
\r
766 offer any support for it, and as far as I'm concerned it won't
\r
770 Q) I hear there's a version of gpSP for other platforms too, like
\r
771 Dreamcast. And I hear they're slow! What gives?
\r
773 These are ports, done by other people (or maybe myself?). This is
\r
774 possible because gpSP is open source and its base version is fairly
\r
775 portable, but to run fast enough on anything but platforms quite a
\r
776 bit faster than PSP it at least needs a CPU specific dynarec backend.
\r
778 I don't (necessarily) maintain all builds of gpSP, so you'll have to
\r
779 contact the authors of these ports for more information. That
\r
780 notwithstanding, I try to get as involved in other ports of gpSP as
\r
784 Q) I want to modify gpSP. How can I do this, and am I at liberty to do
\r
787 A) Yes, you are, under the terms of the GPL (see the included
\r
788 COPYING.DOC). You can download the sourcecode from whereever you
\r
789 downloaded this; if you can't find it please e-mail me and I'll give
\r
790 you a link to it. I would vastly appreciate it if you contacted me first
\r
791 before forking my project, especially if you're just looking to gain
\r
792 recognition without adding much to it. It's better to keep all changes
\r
793 tidy in one branch of development.
\r
795 I would like to stress this a little more seriously (hopefully those
\r
796 interested are reading this). Although you are legally entitled to
\r
797 release your own forks of gpSP it would be much more benficial to me,
\r
798 to you, and to the users of this program if you instead tried working
\r
799 with me to get your changes incorporated into the next version. I
\r
800 really don't feel like competing with other builds of my source
\r
801 anymore, so please do me a big favor and send me an e-mail if you want
\r
805 Q) How do I build gpSP?
\r
807 A) make will build it. You need to have SDL for PSP installed, as well
\r
808 as the standard PSP toolchain/PSPSDK and zlib. gpSP isn't much of a
\r
809 "build it yourself" program so please don't bother me much about how to
\r
810 build it unless you have a good reason for wanting to do so.
\r
813 Q) What is with the version numbers?
\r
815 A) Anything less than 1.0 means beta. Beta means that I still have major
\r
816 plans for working on it, and that I don't fully back it as being
\r
817 stable or reliable software. Of course, if it does hit 1.0, that doesn't
\r
818 mean it'll be perfect. It just means I'll have spent a lot of cumulative
\r
819 time working things out. The closer it gets to 0.9, the happier I am with
\r
825 A) Very appreciated. exophase@gmail.com on PayPal. <3
\r
828 Q) How can I contact you?
\r
830 A) exophase@gmail.com, Exophase on AIM, exophase@adelphia.net on MSN. I
\r
831 welcome IMs, but if you nag me a lot you'll make me sad inside. And
\r
832 don't ask me for ROMs or the GBA BIOS. I figured this was common sense
\r
833 but apparently not.
\r
838 Exophase: main developer
\r
839 siberianSTAR: zip support
\r
840 psp298: analog nub code
\r
842 Beta testers for 0.7:
\r
849 Beta testers for 0.8:
\r
855 Beta testers for 0.9:
\r
856 RunawayPrisoner (my right hand man)
\r
857 Veskgar (my left hand man)
\r
860 -- Special thanks --
\r
862 Quasar84: He's helped me in so many ways with this. We both kinda learned
\r
863 GBA together, he did little demos for me and I got them emulated. It was
\r
864 great trying out your more advanced code for your own projects once you
\r
865 got to them, it was equally rewarding to see your work and to be able to
\r
866 run it at the same time. Least of all I wouldn't have been able to do any
\r
867 of this without your constant support and presence. I really owe this
\r
870 gladius: You are an amazing GBA coder. I wouldn't have been able to get
\r
871 through some tough parts without your help. Its been good talking about
\r
872 ideas with you.. I'm sure you're glad to see that there's finally a GBA
\r
873 emulator with dynarec ;)
\r
876 Many, many others of course, probably too many to name, and I don't want
\r
877 to make anyone feel bad by putting others above them (well, except those
\r
878 two, heh) so if you think you should be on here, you probably should be!
\r
879 Just pretend you are for now, and maybe I'll put you here next time.
\r