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02/09/2010 13:07
you can find a list of playable games on forum : http://www.emunewz
.net/forum/forumdi
splay.php?fid=48

30/08/2010 17:49
Hey, is there a list of games that work, or are being made to work? I vote Final Fantasy Tactics. =)

24/08/2010 17:58
Salut Hlide j'ai une petite question: Jpcsp a une meilleur compatibilité et de loin par exemple SoulCalibur fonctionne mais PCSP offre un bien meilleur rendu! Ma question est simple pourquoi?

24/08/2010 10:29
@msg3: be sure to read the pdf file first

24/08/2010 09:29
I can't open the iso files! Shockwhy,somebody can help me

24/08/2010 02:22
I see Smile Looking forward to future releases Smile Any way, good job! Keep it up Wink

23/08/2010 17:46
@s67 compatibility is still far away from JPCSP. Probably four or five games seem fully playable for now : Puzzle Bobble, Superfruit, Lemmings, Worms : Open Warfare and SmartBomb.

23/08/2010 15:39
very impressiv progress! Smile How about compatibility ? THX 4 the status update´s =)

23/08/2010 07:54
@Abesol : if you download pcsp 0.2.0, you must have all the necessary stuff to run it. Proceed on tab "Download" and get the last archive.

22/08/2010 14:12
this looks so much better than jpcsp... keep it up shadow! your doing awesome Grin

Welcome

Welcome to the official Pcsp Emulator homepage. Pcsp is a PSP emulator written in c++

PCSP v0.3.0 released!

Well it is time isn't it. After the crazy night with hlide's updates it is time to release a new version of pcsp!
Most interesting aspects of this release are :
-Plenty fixes on GE engine including new shader render.
-Joystic support!
-Analog pad support
-Lot of fixes to HLE
and of course some more games appears to be playable.

Here is the complete changelog:

General
-------
- Fiber support in threadman
- Fixed analogue pad emulation
- Added joystick/joypad support
- Fixed QPspScreen size
- Better way to use QGLFormat
- QPspScreen : now uses QGLWidget instead of QWidget (a.k.a we now use QT's opengl)
- Added screenshot support
- Added argument for being able to open debugger from pcsp-udb
- Added partial save support. Some games can now save their status (puzzle bobble for instance and few more).
- PSF loader rewrite to support proper saves.
- Fixed an old bug in memory card manager (wasn't recongnize kxpoit files correctly)
- Dynamic change between shader and opengl version. From menu option you can enable/disable shaders dynamically while pcsp is running

HLE improvements
----------------
- Fixes for Atrac3plus
- correcting sceKernelFreeHeapMemory



New HLE implementations
-----------------------
sceKernelVolatileMemLock,sceKernelVolatileMemTryLock,sceKernelVolatileMemUnlock implementations
Implemented sceIoDevctrl 0x02025801 instruction
Added scePsmf and scePsmfPlayer basic faking

GE
--
-improve loops in Decoder
-texture are better rendered
-added mipmapping support
-added viewport command - compatible with window resizing
-fixed scissor bug so it is compatible with window resizing
-Now compressed textures can use mipmapping as expected
-Fix alignment for CLUT indexed textures
-DrawPrimitives advances vertex or index adddress so we can execute several PRIM after one VTYPE : Skate Park City and Obscure
-Improved Texture caching using a XOR based key because Lemmings and Worms had issues with it
-Added vertex and fragment shaders
-A lot more fixes to opengl and shaders renderers

You can d/l latest release from our Download section , or alternative you can download latest pcsp with pcsp-udb (the umd database program) from the following link:
http://www.filesonic.com/file/17560823/pcsp v0.3.0+udb v3.rar

Feel free to discuss your problems to our forum section at :

http://www.emunewz.net/forum/forumdisplay.php?fid=48

The PCSP team

Controller selection

You can also select a different controller like a joystick or a joypad. I have a Saitek P2400 Rumble Force Pad. When a joystick/pad-like selection is done and no buttons/axis is mapped yet, the dialog will give the P2400 defaulted mapping so you'll probably need to remap the buttons and axis to your taste if the controller doesn't match.

After opening Controller Setting you get this :
news: setting-controller-selection.png

and then you get :

news: setting-controller-p2600.png

Just click "save", et voilà !

Cheers.

PCSP 0.3.0 - soon released

Hlide here again.

PCSP 0.3.0 will be soon released. It is not that perfect, so be indulgent.

Back to ATI/NVIDIA topic : ATI shaders seem to compile and build fine but the result in screen isn't there. Some graphics elements are unseen. So I added a real-time shader toggle to switch it on/off as you can see here :

ATI card, Shader : OFF
news: UCUS98647-ATI-noshader.png

ATI card, shader : ON
news: UCUS98647-ATI-shader.png
Notice that missing darker background inside the rock-bordered menu.

There is also a possibility to resize the psp screen window. Maybe the next time, I'll add a way to keep aspect ratio. Here I resized the window to double width and height (480 -> 960 and 272 -> 544) :
news: UCUS98647-ATI-noshader-ingame.png


The machine I used :
- CPU: AMD Phenom II X2 550 3.1GHz
- MB: AMD 790FX/ATI SB750
- MEM: 4 GBytes DDR3 667Mhz
- GPU: Radeon HD 5750 Vapor-X


PCSP on my ASUS EeePC 1201PN

Hlide here again.


I bought an ASUS EeePC 1201PN. This computer has a pretty poor processor (ATOM N450) and a NIVIDIA ION 2nd Gen GPU.


I tried PCSP OpenGL w/o shader on it.

 

simple 2D games :

- generic PCSP (interpreter) + Puzzle Bobble Pocket : ingame fps = 45-70

- specific PCSP (static rec.*) + Puzzle Bobble Pocket : ingame fps = 90-110

- generic PCSP (interpreter) + SuperFruit : ingame fps = 25-30

 

mixed 2D/3D games :

- generic PCSP (interpreter) + Lemmings : ingame fps = 13-15

- generic PCSP (interpreter) + Worms - Open Warfare : ingame fps = 9-17

 

3d games :

- generic PCSP (interpreter) + Silverfall : "ingame" fps = 10-12.

- generic PCSP (interpreter) + SmartBomb : "ingame" fps = 6-10.

 

*: static recompiler, this is a tool i wrote a long time ago to auto-generate a psp game binary into a native code to speedup execution and alleviate the use of interpreter as much as possible. The current static recompiler is not as smart as i would like to super-optimize the native code though, so we only get something like 2.3 times speedup on more powerful computer wilt true multi-core. I also need to update this tool so i can autogenerate specific pcsp binaries for the other games I listed here.

 

Conclusion:

 

it's pretty clear cpu N450 is the real burden here. And yet, 1201PN is considered as being more powerful than the common EeePCs because of its NVIDIA ION 2nd gen.

 

I don't think it's feasable to port PCSP on Atom+intel video card. My sister's EeePC has only OpenGL 1.4 with a GMA 450. Those intel cards are too poor and even tend to use software emulation for some parts of their opengl driver.

 

Maybe with a good static or dynamic recompiler for PCSP, we can hope some decent game playing with netbooks having at least a NVIDIA ION (they're pretty expensive though)

 

Note:

I was painly forced to update nvidia drivers to the last Verde 19x WHQL nvidia drivers to get perfect HD video watching under the last VLC if you want to use accelerated GPU video decoding. Originally i had OpenGL 3.1 and now I get OpenGL 3.2 + OpenCL 1.0 (CUDA). For some reason the last Verde 25x WHQL nvidia drivers silently refused to update the display driver.

 

Cheers

pcsp 0.3.0 - why is it so long to be released ?

Hi folks ! Hlide here.

Some people may wonder why the next release of pcsp is so slow to be out. The last task I am undergoing is about improving the graphics engine, commony called GE. This beast is quite hard to emulate accurately through OpenGL. So shaders were added to try to circumvent some restrictions of the OpenGL fix pipeline. Any change in the source may easily lead to some visual regressions.

Not only that, the fact you have an NVIDIA card or an ATI card gives your different visual result. OpenGL w/ shader mostly works for NVIDIA card and OpenGL w/o shader for ATI card. Some games prefer OpenGL w/ shader, some prefer OpenGL w/o shader.

The actual GE emulation directly draws in the display buffer so not all games can display fine because they may render offscreen. This is another task to undergo as well.

To be continued.

pcsp-udb v3 released!

Again not a pcsp release but the pcsp frontend :D

Here is what's new :

-More games in database
-Gamesize in info tab now returns the size in MB too
-Added close event that destroys active threads if exist. That can prevent some memory leaks
-Added save of position and window size
-Added status bar and info for measuring total games , games with complete entry in database ,
games without complete entry in database
-Added automatic region detection for NPEZ and NPUX

Due to it's size i uploaded it to sharingMatrix. You can d/l it from the below link:

http://www.sharingmatrix.com/file/13628335/pcsp-udb-v3.rar

pcsp v0.3 WIP progress

Some more screenshots from latest WIP progress . Enjoy :)

news: ULES00268-Shot-01_r1251.jpg

news: UCUS98647-Shot-03_r1251.jpg

news: ULUS10039-Shot-01_r1251.jpg

news: ULES00368-Shot-03_r1251.jpg

news: ULES00957-Shot-03_r1251.jpg

pcsp-udb v2 released!

WAIT! It is not a new pcsp release , just the release of frontend . So as you might figure there aren't any emulator improvements on this release :D

There were so many changes considering pcsp-udb so i decided to release it for use with pcsp v0.2.0 and the upcoming we don't know when pcsp 0.3.0 .

So just d/l the pcsp v0.2.0 and replace the files with the newly released one in order to use it.

Due to big size (16mb) i decided to upload it to rapidshare) so here is the link :

http://rapidshare.com/files/399580455/pcsp-udb-v2.rar.html

and here is a screenshot :


Images: pcsp_udbv2.jpg

Just use our forum for any problems

The PCSP team

PCSP v0.3.0 status update (svn1167)

Althought i don't update this page quite often that doesn't mean that there aren't any update on pcsp :D

Latest status and some new screenshots from our 0.3.0 alpha version

Silverfall now displays perfect ingame (althought it freezes after first stage)

news: silverfall_1.jpg

news: silverfall_2.jpg

news: silverfall_3.jpg

news: silverfall_4.jpg

Kazook textures are now display a lot better.

news: kazook.jpg

Chaos tower menu is now looking perfect. It also reaches ingame but crashes

news: chaos1.jpg

Obscure is now reaching ingame. Characters are perfect but environment isn't yet...

news: obscure.jpg

Skate park 3D looks better now but still needs work :D

news: skatepark1.jpg

news: skatepark2.jpg

Finally , Smart Bomb 3D looks better too but too far from being playable....

news: smartbomb.jpg

news: smartbomb2.jpg

PCSP v0.3.0 status update

NewsThere are some more exciting news on pcsp. After some fixes on several parts of emulator (sceAtrac3 , vfpu , threading , analog stick support) game silverfall now goes ingame. Except for some graphics bugs game looks playable :)




news: silverfall1.jpg


news: silverfall2.jpg

news: silverfall3.jpg

news: silverfall4.jpg

Stay tuned for more news at future :)

PCSP v0.2.0 released!

NewsIt is finaly here!. Something that you were waiting for :) . A brand new version of pcsp emulator. There are plenty of fixes and speedups in this release , a few more games are aware to be playable  (Puzzle bobble , Super Fruitfall , kazook and maybe more).



This release also comes with pcsp-udb , our frontend for pcsp with a fancy list , psp covers , game screenshots etc. It is currectly in development so there are some bugs. Be aware! The first time you start it it will scan your iso directory, it will take some time to create files and checked then with CRC32. The second run is faster.

You can find data (with covers ,screenshots and database) at our forum http://www.emunewz.net/forum/forumdisplay.php?fid=48

Enough of that , Let's go to the changelog:

Full VFPU support (many with some bugs and not optimized)
Added command line parser to pcsp so it can be used with pcsp-xmb and pcsp-udb.
Added a critical message when trying to run the emulator with a CPU without SSE/SSE2 instruction set
-New texture system
-Now supports correct DXT and other formats that used to be wrong.
-Also does correct blending, texture states etc.
-Better clear function.
-Implementation of the NREV ge command (normal reverse)
-Implementation of CMD_XPOS1, CMD_XPOS2 and CMD_XSIZE
-Implementation of sceDisplayAdjustAccumulatedHcount,sceDisplayGetVcount,sceDisplayGetCurrentHcount,sceGeEdramGetAddr
-Fixed sceGeEdramGetSize
-Implementation of sceImposeGetBatteryIconStatus .
-New IO system
-Supports directory reading , raw sector reading , correctly memcard IO operations and a lot more fixes
-Fixed some alloc/dealloc mismatches
-Intergrated debugger
-Logger/Stdout/Stderr tabs in Debugger
-Sysmem viewer
-Added window menu so each dock window can toggleview
-Implementation of sceKernelGetSystemTime , sceKernelSysClock2USec
-Correct implementation for sceKernelGetSystemTimeLow,sceKernelGetSystemTimeWide ,sceKernelUSec2SysClock
-Complete rewrite of Kernel VPL and Kernel FPL HLE instruction set.
-Implementation of sceImposeSetLanguageMode,sceImposeGetLanguageMode
-Implementation of sceIoDevctl 0x02025806 and 0x02425823 cmd commands
-Always On Top option in menu
-Added messageboxes for encrypted games (pcsp will report now if you try to load an encrypted game).
-No more flickering when interacting with menus
-A workaround to fix memory allocation issues. Pcsp should now work with aero enabled.
-More logging to Attrac3 HLE .No implementation at the time
-Rewrote detection of Boot files.They now report ok. (some games used to reported that they are encrypted and they weren't)

You can d/l latest version from download section. As always questions goes to forum :)
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