From: notaz Date: Wed, 7 Sep 2011 23:43:35 +0000 (+0300) Subject: u7/pandora release X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=gpsp.git;a=commitdiff_plain;h=ffc30d25671ca6d4d775445735abd13221b877c9 u7/pandora release --- diff --git a/gui.c b/gui.c index 893d7c9..1cdbdd5 100644 --- a/gui.c +++ b/gui.c @@ -42,7 +42,7 @@ #define FILE_LIST_ROWS 25 #define FILE_LIST_POSITION 5 -#define DIR_LIST_POSITION 360 +#define DIR_LIST_POSITION (resolution_width * 3 / 4) #endif diff --git a/main.c b/main.c index ecd529a..96e6bb6 100644 --- a/main.c +++ b/main.c @@ -133,7 +133,7 @@ void trigger_ext_event(); static const char *file_ext[] = { ".gba", ".bin", ".zip", NULL }; -#ifdef PSP_BUILD +#ifndef PSP_BUILD static void ChangeWorkingDirectory(char *exe) { #ifndef _WIN32_WCE @@ -170,7 +170,6 @@ static void switch_to_romdir(void) static void save_romdir(void) { char buff[512]; - int r = -1; snprintf(buff, sizeof(buff), "%s" PATH_SEPARATOR "romdir.txt", main_path); file_open(romdir_file, buff, write); @@ -270,7 +269,7 @@ int main(int argc, char *argv[]) debug_screen_printl(" "); debug_screen_printl("When you do get it name it gba_bios.bin and put it"); #ifdef PND_BUILD - debug_screen_printl("in /pandora/appdata/gpsp/ . "); + debug_screen_printl("in /pandora/appdata/gpsp/ . "); #else debug_screen_printl("in the same directory as gpSP. "); #endif @@ -323,7 +322,6 @@ int main(int argc, char *argv[]) if(argc > 1) { - switch_to_romdir(); if(load_gamepak(argv[1]) == -1) { #ifndef PSP_BUILD @@ -341,6 +339,7 @@ int main(int argc, char *argv[]) else { char load_filename[512]; + switch_to_romdir(); if(load_file(file_ext, load_filename) == -1) { menu(copy_screen()); diff --git a/pandora/Makefile b/pandora/Makefile index d28a13f..81a52ea 100644 --- a/pandora/Makefile +++ b/pandora/Makefile @@ -26,7 +26,7 @@ LIBS += -ldl -lpthread -lz # Compilation: -all: $(BIN) +all: $(BIN) picorestore %.o: %.S $(CC) $(CFLAGS) -c -o $@ $< @@ -37,5 +37,14 @@ $(BIN): $(OBJS) $(CC) $(OBJS) $(LIBS) -o $(BIN) clean: - rm -f *.o $(BIN) + rm -f *.o $(BIN) picorestore +# ----------- release ----------- + +PND_MAKE ?= $(HOME)/dev/pnd/src/pandora-libraries/testdata/scripts/pnd_make.sh + +rel: gpsp gpsp.sh gpsp.pxml gba_icon.png picorestore readme.txt ../game_config.txt ../COPYING.DOC + rm -rf out + mkdir out + cp $^ out/ + $(PND_MAKE) -p gpsp.pnd -d out -x out/gpsp.pxml -i out/gba_icon.png -c diff --git a/pandora/gba_icon.png b/pandora/gba_icon.png new file mode 100644 index 0000000..30466fd Binary files /dev/null and b/pandora/gba_icon.png differ diff --git a/pandora/gpsp.pxml b/pandora/gpsp.pxml new file mode 100644 index 0000000..b3f5071 --- /dev/null +++ b/pandora/gpsp.pxml @@ -0,0 +1,40 @@ + + + + + gpSP + + + + + + + gpSP + + gpSP + + + An optimized GBA emulator. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/pandora/gpsp.sh b/pandora/gpsp.sh new file mode 100755 index 0000000..76bdf3b --- /dev/null +++ b/pandora/gpsp.sh @@ -0,0 +1,11 @@ +#!/bin/sh + +if [ ! -f romdir.txt ]; then + echo -n "/media/" > romdir.txt +fi +sudo -n /usr/pandora/scripts/op_lcdrate.sh 60 + +./gpsp "$@" + +# restore stuff in case of crash +./picorestore diff --git a/pandora/picorestore.c b/pandora/picorestore.c new file mode 100644 index 0000000..77f5720 --- /dev/null +++ b/pandora/picorestore.c @@ -0,0 +1,109 @@ +/* + * picorestore - clean up after an omapfb program crash + * + * Copyright (c) Gražvydas "notaz" Ignotas, 2010 + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the organization nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE + * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL + * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR + * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER + * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, + * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +int main() +{ + struct fb_var_screeninfo fbvar; + struct omapfb_plane_info pi; + struct omapfb_mem_info mi; + int ret, fbdev, kbdfd; + + fbdev = open("/dev/fb0", O_RDWR); + if (fbdev == -1) { + perror("open fb0"); + goto end_fb0; + } + + ret = ioctl(fbdev, FBIOGET_VSCREENINFO, &fbvar); + if (ret == -1) { + perror("FBIOGET_VSCREENINFO ioctl"); + goto end_fb0; + } + + if (fbvar.yoffset != 0) { + printf("fixing yoffset.. "); + fbvar.yoffset = 0; + ret = ioctl(fbdev, FBIOPAN_DISPLAY, &fbvar); + if (ret < 0) + perror("ioctl FBIOPAN_DISPLAY"); + else + printf("ok\n"); + } + +end_fb0: + if (fbdev >= 0) + close(fbdev); + + fbdev = open("/dev/fb1", O_RDWR); + if (fbdev == -1) { + perror("open fb1"); + goto end_fb1; + } + + ret = ioctl(fbdev, OMAPFB_QUERY_PLANE, &pi); + ret |= ioctl(fbdev, OMAPFB_QUERY_MEM, &mi); + if (ret != 0) + perror("QUERY_*"); + + pi.enabled = 0; + ret = ioctl(fbdev, OMAPFB_SETUP_PLANE, &pi); + if (ret != 0) + perror("SETUP_PLANE"); + + mi.size = 0; + ret = ioctl(fbdev, OMAPFB_SETUP_MEM, &mi); + if (ret != 0) + perror("SETUP_MEM"); + +end_fb1: + if (fbdev >= 0) + close(fbdev); + + kbdfd = open("/dev/tty", O_RDWR); + if (kbdfd == -1) { + perror("open /dev/tty"); + return 1; + } + + if (ioctl(kbdfd, KDSETMODE, KD_TEXT) == -1) + perror("KDSETMODE KD_TEXT"); + + close(kbdfd); + + return 0; +} diff --git a/pandora/readme.txt b/pandora/readme.txt new file mode 100644 index 0000000..6a9b747 --- /dev/null +++ b/pandora/readme.txt @@ -0,0 +1,1218 @@ +-- porter's foreword -- + +This is a Pandora port of Exophase's impressive GBA emulator, gpSP. +Since nobody has released a functional port for more than a year after +pandora's release, and the GINGE'd version doesn't do this emulator +justice, I've decided to take this task. This version also includes +my own tweaks from GP2X/Wiz version. In case anyone wonders, this +release was done with author's consent. + +To use it, you'll first need to copy authentic GBA BIOS to gpSP +appdata directory, which usually is /pandora/appdata/gpsp/ . +It must be named gba_bios.bin and should be 16kB in size. + +I've appended the original gpSP GP2X and PSP readme files as they +contain lots of information that is still relevant for this version, +as well as development history of this project. + +- notaz + +Changelog: + +0.9-2xb u7 +- Pandora port, using hardware scaler for video output. +- Fixed a few portablility issues in ARM asm and sound code. +- Tweaked timing to suit pandora's LCD refresh nicely. +- Maybe fixed GBC/digital sound channel desync over time. +- Some other not-that-relevant cleanups and tweaks. + +Source code should be available at: +http://notaz.gp2x.de/cgi-bin/gitweb.cgi + + + +-- gameplaySP2X Gameboy Advance emulator for GP2X -- + +gpSP2X is a version of my (Exophase)'s emulator originally for Sony PSP. +A large amount of effort has been done to make it more optimized for the +ARM CPU present in the GP2X, however it is still very much a work in +progress. + +See readme.txt for the PSP version readme, which contains a lot of +information relevant to the GP2X version (note that some of it does +not apply however). + + +Changelog: + +0.9-2xb u6 +- Fixed clock and scaling config saving. +- Fixed occasional crash on first ROM load on 1.1 firmware. +- Added LCD timing setup code, which can be controlled through + 'pollux_dpc_set' environment vatiable (see gpsp.gpe wrapper script). + +0.9-2xb u5 +- Added portrait drawing modes. They eliminate tearing but are slightly + slower. +- Added page scrolling in ROM browser with L/R. +- 32MB ROM support fixed. + +0.9-2xb u4 (unofficial notaz release, done on Exophase's request) +- Wiz port. No emulation related changes. +- Wiz: dropped SDL for video and hitting hardware directly (GPH SDL can't + be trusted, it doesn't do double buffering as of firmware 1.0). +- Added new optimized software scaler with interpolation. +- gpSP is now saving ROM dir on exit. Delete romdir.txt if you don't + want that. +- gpSP now comes with wARM, new kernel module+lib for ARM cache control + (replaces mmuhack). +- gpSP no longer invalidates whole icache after recompilation, might + cause minor speedup. + +0.9-2xb u3 (unofficial notaz release, released with permission): +- Removed built-in CPU/LCD/RAM-Tweaker. +- Improved usability of volume control. +- Removed PSP-specific GUI options, adjusted help text. +- Overclocking from menu now works, keep it at 200 if you don't want that + (if you want to overclock using launcher, for example). +- Fixed centering-on-first-run problem. +- 3:2 scaled option now does what it says. + +0.9-2xb u2 (unofficial notaz release): +- Replaced non-working mmuhack.o with proper one, added cache flush calls + to avoid artifacts. + +0.9-2xb u1 (unofficial notaz release): +- Fixed a problen in thread synchronization which caused deadlock after + some time. + +0.9-2xb: +-- IMPORTANT-- If you're overwriting an old version, be sure to delete the + gpsp.cfg file first, or be prepared to have a bunch of weird button + settings that would require fixing. + +- Fixed some bugs stunting compatability. +- Optimized alpha blends in renderer. +- Some more optimizations to dynarec output. +- Savestates should work better now. +- Cheat/misc menu won't crash the emulator. +- Main button config window works (not all buttons are in yet) + +0.9-2Xa: (Exophase release) +- Redid autoframeskip. Should work more reliably. +- Rewrote dynamic recompiler from x86 source (arm_emit.h, arm_stub.S). + Has some more sophisticated behavior than the last version, more is + still to come... Should notice a slight speed improvement over the + last version. +- Tweaked GUI to be a little more useable. Buttons are now mirroring the + PSP version's. +- Code unification + cleanup amongst versions. + + +v9008: (zodttd release) +- Updated the way autoframeskip works. Should be better now. Still has a max + frameskip value. +- Added a slight performance increase to the dynarec. +- Added sync() to make sure files such as savestates and in-game saves are + saved properly to the GP2X. + +v9006: (zodttd release) +- Initial public release + + +Installation: + +1. Place the "gpsp.gpe" and "game_config.txt" file in a directory on your SD + card used with the GP2X. + +2. Place your GBA BIOS in the directory from step 1. This file must be named + "gba_bios.bin" in all lowercase as shown, so rename it if needed. + + -- NOTE -- + + There are two commonly available BIOSes - one is the correct one used in + production GBA's worldwide and the other is a prototype BIOS. The latter + will not cause some games to not work correctly or crash. If you attempt + to use this BIOS you will be presented with a warning before being + allowed to continue. This screen will give you a checksum of the real + BIOS image (see readme.txt for further information). + +3. Place your GBA games in the directory from step 1. These files should have + a ".gba" or ".bin" file extension. Zip compressed games should be supported + and are recognized with the ".zip" file extension. Note that 32MB ROMs will + probably not run if zipped. 16MB and smaller should be OK. + +4. Done. Run gpsp.gpe. + + +Controls: + +How to use gpSP on the GP2X: +Buttons are mapped as follows (GBA/ingame buttons can be changed in the menu): + +GP2X--------------------GBA +X -> A +B -> B +L TRIG -> L TRIG +R TRIG -> R TRIG +START -> START +SELECT -> SELECT + +GP2X--------------------------------gpSP + +-- IN-GAME -- + +VOL MIDDLE (UP + DOWN) -> menu +PUSH STICK -> fps display toggle (second number is + frames actually drawn) + +-- IN-MENU -- +B -> select option +X -> cancel/exit menu +A -> escape (up one director level in the + file selector) + +When gpSP is started, you are presented with the option to overclock your +GP2X. Use the L/R TRIG to change the CPU clockspeed and press START to +continue. You may also change RAM timings here - experiment with what +works well. Note that going too high on overclocking or low on RAM +timings can cause the game to crash or the GP2X to outright freeze up. + +If you do not want to overclock, press START without using L/R. +You will now be presented with a menu to choose a game. Press the IN-MENU +"SELECT" button shown above to pick a game to load. + +If you would like to test gpSP for the GP2X with a homebrew (free public +domain) game, a game by Russ Prince works very well with gpSP. It is called +Bust-A-Move and is a remake of the classic game it's named after. + + +How to build from source: + +The makefile included in the source is geared towards the Open2x toolchain. +If you use Open2x and installed it in the way recommended then it should +work okay, assuming you also have up to date HW-SDL (and have +arm-linux-sdl-config installed in the right place). The makefile is in the +gp2x directory, so go there first then just type make to build gpsp.gpe. +Might need a little tweaking if your setup is different. If you need help +you can ask me, but I'll probably nag you about why you want to build it in +the first place. + + +GP2X version FAQ: + +Q) Help! This game doesn't work. Am I using a bad version of the ROM? + +A) First, make sure you're using the correct BIOS version. If you aren't + gpSP should tell you. Other than that, there are some games that are + known to not work now (and will probably work later), and perhaps + many more games that I don't know about that don't work. I haven't + launched a full scale compatability test at this version, so it might + take a while before the compatability levels are high. + + +Q) Why is this version slower than the PSP version? + +A) gpSP is still a work in progress. It might be possible to obtain more + speed from both this version and the PSP one too (and others in the + future). With that in mind, know that even a very agressively overclocked + GP2X is still less powerful than a PSP, generally speaking. Still, I + have a lot of ideas. It's unlikely that the GP2X version will ever be as + fast/faster than the PSP version for anyone but anything's possible. + + +Q) How high does my GP2X have to overclock to enjoy gpSP? + +A) That depends on you. Higher overclocking will mean less frames skipped + on autoframeskip, or less frameskip needed if on manual. Or it can + make the difference between whether or not virtual 60fps can be reached. + For some games no GP2X in the world will be able to run them fullspeed, + with any amount of frameskip. A few might run well with no overclocking + and a generous level of frameskip (probably manual). If you don't care + about battery life (or you're plugged into an outlet) you should push + it as high as you can while still maintaining stability, because + chances are high that whatever you play will benefit from it. Right now + you'll probably want 260MHz if you can achieve it, but with a lot of + luck this number will lower slightly in the future (and is just a vague + ballpark figure anyway). I don't want to scare anyone off from using the + emulator, you should give it a try and see how it plays for you + regardless of how high you can overclock. Just note that this is far + from a locked smooth experience for everyone on every game. + + +Q) GBA has an ARM processor, GP2X has an ARM processor. GP2X is more + powerful than GBA. This emulator should run great without overclocking, + so therefore you're doing it wrong. + +A) That's not a question, but I'll field it anyway. Two things: first, + "virtualization", or running the GBA code "natively" on the GP2X is + probably not possible, at least not with the way I want to do things. + For reasons why go read my blog (see below). So yes, you actually + do need more than 16.7MHz of ARM9 power to emulate the GBA's CPU. + Second: there is a whole lot of work behind emulating the pretty 2D + graphics on the GBA, something it can do in hardware a lot better than + this platform can. + End result: GBA emulation on GP2X isn't as easy as you think it is. + + +Q) What are you working on now? When will you release the next version? + +A) See the gpSP development blog: + + http://gpsp-dev.blogspot.com/ + + Note that I don't give release dates, ever, unless I'm right on the verge + of releasing. Be grateful that I've decided to be much more open about + the development of the emulator now. + + +Q) Thanks to your blog I heard that you made some improvement. Can I have + a copy of the new code? + +A) No. Builds in transition often have a lot of problems, and I like for + releases to be relatively substantial. I can probably be bribed out of + them with donations though. :P + + +Q) Why do the menu suck so much? Why do half the options not work or not + make any sense? + +A) Sorry, the menu still hasn't been modified very much to fit the GP2X + version instead of the PSP version.. hopefully this will improve in the + future. + + +Q) Who's in charge of the GP2X version anyway? + +A) Originally, zodttd was. I, Exophase, have basically usurped control of it + now to encourage zodttd to work more on his PS1 emulator (that and I'm + possessive of gpSP and get nervous when people work on it too heavily). + zodttd will most likely still be around to work on things though. + + +Q) I'm a super nice person and would like to donate some of my hard earned + money to this one-off GBA emulator. Where do I send my money to? + +A) Exophase: exophase@gmail.com on PayPal + zodttd: https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=heirloomer + %40pobox%2ecom&item_number=1&no_shipping=1&no_note=1&tax=0&cy_code=USD&bn= + PP%2dDonationsBF&charset=UTF%2d8 + ^ Click there for donating on PayPal (remove whitespace/linebreaks). + + GP2X people have already donated a lot more to me than PSP people have, + even though there's an order of magnitude or two less users. And they've + donated far more to zodttd than they have to me. So I'm not going to ask + people to donate.. + + However I won't lie: donating ups the chances of me actually working on the + next version (for which I have a lot of ideas, but not necessarily time to + dedicate to.. that time might need more incentive to be allotted from other + things). This could change depending on my employment situation, but right + now I feel guilty doing anything that doesn't help guarantee that I'll be + able to buy food a year from now. + + +Q) Tell me all of your personal information. + +A) Again not a question, but why not. I'm Exophase, real name: Gilead Kutnick, + male, 23 years old, current residence Bloomington, IN; straight/single/not + actively looking, almost have an MS in Computer Science (do have a BS + underneath it), likes PSP more than GP2X, will not write a Nintendo DS + emulator for either, am currently looking for a job for after I graduate. + + +Q) You said you're looking for a job. + +A) Yes. If you have one or know someone who needs a low level oriented + programmer then I'm up for grabs. And this is my resume: + http://exophase.devzero.co.uk/resume.pdf + + +Credits: + +Original codebase: Exophase (exophase@gmail.com) +Foundation gp2x code: zodttd +GP2X dynarec/stubs + current code maintainance: Exophase + + + +-- gameplaySP Gameboy Advance emulator for Playstation Portable -- + + +-- Release log -- + +v0.91 (minor cleanup release) + +NOTE: I don't usually do minor releases but I rewrote a ton of +things in gpSP 0.9, much of it during the last few days, and although +I spent a lot of time debugging a few bugs inevitably crept in. + +# Fixed some issues in the new memory handlers that crept up, hopefully + should fix the problems between 0.8 and 0.9. +# Fixed a bug introduced in 0.9 that could cause crashes when selecting + things in the menu (I hope, at least). +# Fixed a bug with a certain invalid opcode causing a jump to be scanned + when there isn't one (fixes Sabre Wulf). +# Removed 2048 option for audio buffer. + +v0.9 (yes, it's still beta) + +NOTE: As some of you may be aware I'm pretty much tired of these +unofficial releases by people (okay, mostly single person) who +don't wish to follow my wishes. I'm in the process of asking this +person to stop, in his own language. However, I want to make +something clear. Look at the last six new features in this +changelog. I added these TODAY. I could have done them at any +time. But I didn't, because I spent many (dozens, quite possibly +hundreds) hours debugging games that people want to play. I have +always believed that this is far more important than spending time +on new features. Frankly, I'm tired of my emulator being hacked on +by other people, and if it doesn't stop I'm going to make this +project closed source. + +Since I know this information is most visible when updated on the +major sites, note that it is the news posters I am especially +talking to. Next time you upload unofficial releases of my +emulator (without even knowing what's changed) bear in mind that +you're only encouraging me to stop working on this. If you want +to pick sides between me and unofficial devs, be my guest. I'll +let you decide by the contents of this release who's doing more +for my emulator. + +Oh, and if you downloaded a version of gpSP that has more than +"gpSP" in its name then you're using one of their versions. Shame +on them for not even removing this threatening message, and shame +on you. Unless you're using a port I endorse (GP2X, Dreamcast, etc), +in which case everything's good. + + +# Fixed stereo output being reversed. +# Fixed a bug causing misaligned errors on 8bit writes to the gbc + audio channel 3 wave data (fixes various Super Robot Wars games) +# Fixed DMA with garbage in their upper 4 bits (fixes a crash in + Zelda: Minish Cap) +# Added double buffering to the rendering, removes line artifacts. + Big thanks to Brunni for the idea. +# Fixed a bug preventing some SRAM based games from saving (fixes + MMBN4-6) +# Fixed a bug causing part of EWRAM to potentially get corrupted if + code segments loaded in EWRAM cross 32KB boundaries (fixes + Phantasy Star 2) +# Fixed a bug causing games using movs pc in user mode (very bad + behavior) to crash. Fixes Colin McRae Rally 2.0. +# Improved timing a bit more. Fixes GTA Advance. +# Fixed a sprite clipping bug (fixes crash in third boss of Zelda: + Minish cap) +# Increased translation buffer size significantly (fixes Donkey Kong: + King of Swing) +# Fixed a dynarec bug causing add pc, reg to not work in Thumb code + (fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden + Sun, probably fixes other games) +# Made sprites using tiles < 512 not display in modes 3-5 (fixes + a couple minor graphical bugs) +# Removed abort on instruction 0x00000000 hack, was breaking a + certain bugged up game (Scurge) +# Fixed bug in flags generating variable logical shifts (fixes + SD Gundam Force) +# Fixed unaligned 16bit reads (fixes DBZ:LoZ in game) +# Redid contiguous block flag modification checking AGAIN and + hopefully got it right this time (fixes Mario vs. Donkey Kong) +# Redid ldm/stm instructions, fixing some cases (along with the + timing improvements fixes Mario & Luigi) +# Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot + of games) +# Completely redid memory handlers, accurately emulates open and + BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon), + Rayman, MMBN 1 (last dungeon), probably others. +# Fixed a minor graphical glitch on the edges of the screen + (thanks Brunni and hlide for the help!) +# Fixed crash on loading savestates from files of games not currently + loaded, but be sure you have the exact file you loaded it from or + gpSP will exit. +@ New memory handlers should provide performance boost for games + that access VRAM significantly (ie 3D games) +@ Added dead flag elimination checking for logical shifts, probably + doesn't make a noticeable difference but should have been there + anyway. ++ Added rapidfire to the button mappings. ++ Added auto frameskip. Removed fractional frameskip (don't think + it's very useful with auto anyway). Select auto in the graphics/ + sound menu to activate it; frameskip value will act as the + maximum (auto is by default on). Thanks again to Brunni for some + help with this. Frameskip options are game specific. ++ Added vsync to the rendering. Only occurs when frames aren't + skipped. Seems to reduce tearing at least some of the time. ++ Added non-filtered video option. ++ Cheat support (Gameshark/Pro Action Replay v1-v3 only), still + in early stages, doesn't support everything; codes may cause + the game to crash, haven't determined yet if the codes are bad + or the implementation is. See cheat section for more information. ++ Added ability to change audio buffer size. Does not take affect + 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. + diff --git a/video.h b/video.h index 40c24c2..c7b926a 100644 --- a/video.h +++ b/video.h @@ -49,6 +49,8 @@ void debug_screen_update(); extern u32 frame_speed; +extern u32 resolution_width, resolution_height; + extern s32 affine_reference_x[2]; extern s32 affine_reference_y[2];